This was overengineered, lots of trimming to do

This commit is contained in:
TriantaTV 2023-04-06 22:22:06 -05:00
parent c01f687ec7
commit 498ac65dbc
7 changed files with 88 additions and 264 deletions

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@ -13,27 +13,25 @@ namespace snakeplusplus
{ {
public: public:
GameEngine(); GameEngine();
void SetGameSettings(int argc, char* argv[]);
void StartGame(void); void StartGame(void);
sf::Vector2f GetGameBoundaries(void); sf::Vector2f GetGameBoundaries(void);
protected: protected:
; ;
private: private:
std::vector< std::vector<char> > gameBoard; std::vector< std::vector<char> > gameBoard;
std::unique_ptr<DisplayInterface> graphics; PlayerInput controls;
PlayerOutput graphics;
Snake player; Snake player;
Food playerFood; Food playerFood;
Input playerInput;
bool useSFML = 1; bool useSFML = 1;
bool isGameOver = 0; bool isGameOver = 0;
void ApplySettings(void);
void DisplayEndScreen(void); void DisplayEndScreen(void);
void GameLoop(void); void GameLoop(void);
sf::Vector2f MovePlayer(void);
void PlaceNewSnakePart(sf::Vector2f location); void PlaceNewSnakePart(sf::Vector2f location);
void PlayerWantsToContinue(void);
void RegenerateFood(void); void RegenerateFood(void);
void ResetGameBoard(void); void PrepareGameBoard(void);
void RestartGame(void); void UpdatePlayerSpeed();
}; };
} }

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@ -8,10 +8,10 @@ const int kGridSize = 25;
namespace snakeplusplus namespace snakeplusplus
{ {
class Input class PlayerInput
{ {
public: public:
Input(void); PlayerInput(void);
PlayerDirection GetPlayerInput(void); PlayerDirection GetPlayerInput(void);
protected: protected:
; ;
@ -19,56 +19,28 @@ namespace snakeplusplus
PlayerDirection lastPlayerInput; PlayerDirection lastPlayerInput;
}; };
class DisplayInterface class PlayerOutput
{ {
public: public:
sf::Vector2f gameBoundaries; sf::Vector2f gameBoundaries;
DisplayInterface(void); PlayerOutput(void);
bool IsOpen(void); bool IsOpen(void);
virtual void CheckContinue(void) = 0;
virtual void DisplayGameState(std::vector< std::vector<char> >* gameBoard) = 0;
virtual void DisplayEndScreen(void) = 0;
virtual void StartGameWindow(void) = 0;
protected:
bool isWindowAlive;
sf::Time delay = sf::milliseconds(120);
private:
;
};
class CommandLine : public DisplayInterface
{
public:
CommandLine(void);
void CheckContinue(void); void CheckContinue(void);
void DisplayGameState(std::vector< std::vector<char> >* gameBoard); void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
void DisplayEndScreen(void);
void StartGameWindow(void); void StartGameWindow(void);
protected: protected:
; ;
private:
void Clear(void);
};
class SFML : public DisplayInterface
{
public:
SFML(void);
void CheckContinue(void);
void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
void DisplayEndScreen(void);
void StartGameWindow(void);
void UpdateResolution(sf::Vector2i newResolution);
protected:
;
private: private:
void CheckWindowEvents(void); void CheckWindowEvents(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;
bool isWindowAlive;
sf::Time delay = sf::milliseconds(120);
}; };
} }

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@ -2,47 +2,38 @@
#ifndef SNAKE_HPP #ifndef SNAKE_HPP
#define SNAKE_HPP #define SNAKE_HPP
#include <SFML/System/Vector2.hpp>
#include <memory> #include <memory>
#include <queue> #include <queue>
#include <random> #include <random>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "common.hpp"
namespace snakeplusplus namespace snakeplusplus
{ {
class Snake struct Snake
{ {
public: public:
Snake(void); Snake(void);
PlayerDirection GetDirection(void); sf::Vector2f headLocation;
sf::Vector2f GetHeadLocation(void); sf::Vector2f speed;
sf::Vector2f Move(void); std::queue< std::shared_ptr<char> > body;
void Pop(void); void Pop(void);
sf::Vector2f Reset(void);
void UpdateDirection(PlayerDirection newDirection);
protected: protected:
; ;
private: private:
std::queue< std::shared_ptr<char> > snakeBody; ;
PlayerDirection direction = kNone;
sf::Vector2f headLocation;
void MoveLeft(void);
void MoveUp(void);
void MoveDown(void);
void MoveRight(void);
}; };
class Food struct Food
{ {
public: public:
Food(); Food(void);
sf::Vector2f location;
std::shared_ptr<char> food;
void GenerateNewFood(sf::Vector2f boundaries); void GenerateNewFood(sf::Vector2f boundaries);
sf::Vector2f GetFoodLocation(void);
protected: protected:
; ;
private: private:
std::shared_ptr<char> food;
sf::Vector2f location;
std::default_random_engine generator; std::default_random_engine generator;
int GenerateRandomNumber(int generationLimit); int GenerateRandomNumber(int generationLimit);
}; };

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@ -1,4 +1,5 @@
// GameState.cpp // GameState.cpp
#include <SFML/System/Vector2.hpp>
#include <memory> #include <memory>
#include <stdexcept> #include <stdexcept>
#include <string> #include <string>
@ -14,62 +15,37 @@ namespace snakeplusplus
return; return;
} }
void GameEngine::SetGameSettings(int argc, char* argv[])
{
std::string convertedString;
for (int i = 0; i < argc; i++)
{
convertedString = argv[i];
if (convertedString == "--no-sfml")
useSFML = false;
}
}
void GameEngine::StartGame() void GameEngine::StartGame()
{ {
ApplySettings(); //ApplySettings();
ResetGameBoard(); PrepareGameBoard();
graphics->StartGameWindow(); graphics.StartGameWindow();
GameLoop(); GameLoop();
return; return;
} }
void GameEngine::ApplySettings(void)
{
if (useSFML)
graphics.reset(new SFML());
else
graphics.reset(new CommandLine());
return;
}
// TODO: Reimplement for DisplayInterface
void GameEngine::DisplayEndScreen(void)
{
graphics->DisplayEndScreen();
return;
}
void GameEngine::GameLoop(void) void GameEngine::GameLoop(void)
{ {
sf::Vector2f newHeadPosition; sf::Vector2f newHeadPosition;
while (graphics->IsOpen()) while (graphics.IsOpen())
{ {
// player.UpdateDirection(playerInput.GetPlayerInput()); UpdatePlayerSpeed();
// newHeadPosition = player.Move(); PlaceNewSnakePart(MovePlayer());
// if (playerFood.GetFoodLocation() != newHeadPosition) graphics.DisplayGameState(&gameBoard);
// player.Pop();
// PlaceNewSnakePart(newHeadPosition);
graphics->DisplayGameState(&gameBoard);
// if (isGameOver)
// PlayerWantsToContinue();
} }
return; return;
} }
sf::Vector2f GameEngine::MovePlayer(void)
{
sf::Vector2f newHeadPosition;
newHeadPosition.x = player.headLocation.x + player.speed.x;
newHeadPosition.y = player.headLocation.y + player.speed.y;
return newHeadPosition;
}
sf::Vector2f GameEngine::GetGameBoundaries(void) sf::Vector2f GameEngine::GetGameBoundaries(void)
{ {
return graphics->gameBoundaries; return graphics.gameBoundaries;
} }
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) void GameEngine::PlaceNewSnakePart(sf::Vector2f location)
@ -80,8 +56,8 @@ namespace snakeplusplus
locationState = gameBoard.at(location.y).at(location.x); locationState = gameBoard.at(location.y).at(location.x);
if (locationState == 'O') if (locationState == 'O')
isGameOver = true; // Game should end (Snake touching snake) isGameOver = true; // Game should end (Snake touching snake)
if (locationState == ' ') if (playerFood.location != location)
player.Pop(); // Snake shouldn't extend player.Pop();
gameBoard.at(location.y).at(location.x) = 'O'; gameBoard.at(location.y).at(location.x) = 'O';
} catch (const std::out_of_range& error) { } catch (const std::out_of_range& error) {
isGameOver = true; // Snake ran into edge isGameOver = true; // Snake ran into edge
@ -90,40 +66,57 @@ namespace snakeplusplus
return; return;
} }
void GameEngine::PlayerWantsToContinue(void)
{
graphics->CheckContinue();
return;
}
// Generates new food until not colliding with player // Generates new food until not colliding with player
void GameEngine::RegenerateFood(void) void GameEngine::RegenerateFood(void)
{ {
sf::Vector2f newLocation = playerFood.GetFoodLocation(); sf::Vector2f newLocation = playerFood.location;
bool isUpdated = false; bool isUpdated = false;
// Keep making new food until generating a valid spot // Keep making new food until generating a valid spot
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O') while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O')
{ {
isUpdated = true; isUpdated = true;
playerFood.GenerateNewFood(GetGameBoundaries()); playerFood.GenerateNewFood(GetGameBoundaries());
newLocation = playerFood.GetFoodLocation(); newLocation = playerFood.location;
} }
if (isUpdated) if (isUpdated)
gameBoard.at(newLocation.y).at(newLocation.x) = 'X'; gameBoard.at(newLocation.y).at(newLocation.x) = 'X';
return; return;
} }
void GameEngine::ResetGameBoard(void) void GameEngine::PrepareGameBoard(void)
{ {
gameBoard.clear(); gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries(); sf::Vector2f boardDimensions = GetGameBoundaries();
std::vector<char> tempBoard; std::vector<char> tempBoard;
tempBoard.resize(boardDimensions.x, ' '); tempBoard.resize(boardDimensions.x, ' ');
gameBoard.resize(boardDimensions.y, tempBoard); gameBoard.resize(boardDimensions.y, tempBoard);
PlaceNewSnakePart(player.Reset()); sf::Vector2f playerLocation(4,5);
// playerFood.GenerateNewFood(boardDimensions); char* headLocation = &gameBoard.at(playerLocation.y).at(playerLocation.x);
// sf::Vector2f foodStartLocation = playerFood.GetFoodLocation(); *headLocation = 'O';
// gameBoard.at(foodStartLocation.y).at(foodStartLocation.x) = 'X'; player.body.push(std::shared_ptr<char>(headLocation));
// return; sf::Vector2f foodLocation(2,2);
gameBoard.at(foodLocation.y).at(foodLocation.x) = 'X';
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection input = controls.GetPlayerInput();
switch (input) {
case kUp:
player.speed.x = 0;
player.speed.y = 1;
case kLeft:
player.speed.x = -1;
player.speed.y = 0;
case kRight:
player.speed.x = 1;
player.speed.y = 0;
case kDown:
player.speed.x = 0;
player.speed.y = -1;
default:
break;
}
} }
} }

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@ -1,8 +1,7 @@
#include "gamestate.hpp" #include "gamestate.hpp"
int main(int argc, char *argv[]) int main(void)
{ {
snakeplusplus::GameEngine game; snakeplusplus::GameEngine game;
game.SetGameSettings(argc, argv);
game.StartGame(); game.StartGame();
} }

View File

@ -3,12 +3,12 @@
namespace snakeplusplus namespace snakeplusplus
{ {
Input::Input(void) PlayerInput::PlayerInput(void)
{ {
lastPlayerInput = kNone; lastPlayerInput = kNone;
} }
PlayerDirection Input::GetPlayerInput(void) PlayerDirection PlayerInput::GetPlayerInput(void)
{ {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
lastPlayerInput = kLeft; lastPlayerInput = kLeft;
@ -21,69 +21,12 @@ namespace snakeplusplus
return lastPlayerInput; return lastPlayerInput;
} }
DisplayInterface::DisplayInterface(void) bool PlayerOutput::IsOpen(void)
{
return;
}
bool DisplayInterface::IsOpen(void)
{ {
return isWindowAlive; return isWindowAlive;
} }
CommandLine::CommandLine(void) PlayerOutput::PlayerOutput(void)
{
gameBoundaries.x = 1025 / kGridSize;
gameBoundaries.y = 725 / kGridSize;
return;
}
void CommandLine::CheckContinue(void)
{
int placeholder;
std::cout << "Press enter to play again.";
std::cin >> placeholder;
return;
}
void CommandLine::DisplayEndScreen(void)
{
std::cout << "Game Over!" << std::endl;
return;
}
void CommandLine::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
{
Clear();
for (int i = 0; i < gameBoundaries.y; i++)
{
for (int j = 0; j < gameBoundaries.x; j++)
std::cout << gameBoard->at(i).at(j);
std::cout << std::endl;
}
sf::sleep(delay);
}
void CommandLine::StartGameWindow(void)
{
isWindowAlive = true;
return;
}
void CommandLine::Clear(void)
{
#if defined _WIN32
system("cls");
//clrscr(); // including header file : conio.h
#elif defined (__LINUX__) || defined(__gnu_linux__) || defined(__linux__)
system("clear");
//std::cout<< u8"\033[2J\033[1;1H"; //Using ANSI Escape Sequences
#elif defined (__APPLE__)
system("clear");
#endif
}
SFML::SFML(void)
{ {
float kWidth = 1025 / kGridSize; float kWidth = 1025 / kGridSize;
float kHeight = 725 / kGridSize; float kHeight = 725 / kGridSize;
@ -93,7 +36,7 @@ namespace snakeplusplus
return; return;
} }
void SFML::CheckContinue(void) void PlayerOutput::CheckContinue(void)
{ {
sf::Event event; sf::Event event;
while (true) while (true)
@ -111,7 +54,7 @@ namespace snakeplusplus
} }
} }
void SFML::DisplayEndScreen(void) void PlayerOutput::DisplayEndScreen(void)
{ {
gameWindow.clear(); gameWindow.clear();
sf::Vector2f textPosition(gameBoundaries); sf::Vector2f textPosition(gameBoundaries);
@ -131,7 +74,7 @@ namespace snakeplusplus
return; return;
} }
void SFML::DisplayGameState(std::vector< std::vector<char> >* gameBoard) void PlayerOutput::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
{ {
CheckWindowEvents(); CheckWindowEvents();
sf::Vector2i location(0,0); sf::Vector2i location(0,0);
@ -154,24 +97,14 @@ namespace snakeplusplus
return; return;
} }
void SFML::StartGameWindow(void) void PlayerOutput::StartGameWindow(void)
{ {
gameWindow.create(gameVideoSettings, "SnakePlusPlus"); gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true; isWindowAlive = true;
return; return;
} }
void SFML::UpdateResolution(sf::Vector2i newResolution) void PlayerOutput::CheckWindowEvents(void)
{
gameVideoSettings.width = newResolution.x;
gameVideoSettings.height = newResolution.y;
gameBoundaries.x = gameVideoSettings.width / kGridSize;
gameBoundaries.y = gameVideoSettings.height / kGridSize;
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
void SFML::CheckWindowEvents(void)
{ {
sf::Event event; sf::Event event;
while (gameWindow.pollEvent(event)) while (gameWindow.pollEvent(event))
@ -182,7 +115,7 @@ namespace snakeplusplus
} }
} }
void SFML::DrawEmpty(sf::Vector2f location) void PlayerOutput::DrawEmpty(sf::Vector2f location)
{ {
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);
@ -191,7 +124,7 @@ namespace snakeplusplus
return; return;
} }
void SFML::DrawFood(sf::Vector2f location) void PlayerOutput::DrawFood(sf::Vector2f location)
{ {
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);
@ -200,7 +133,7 @@ namespace snakeplusplus
return; return;
} }
void SFML::DrawSnake(sf::Vector2f location) void PlayerOutput::DrawSnake(sf::Vector2f location)
{ {
location *= static_cast<float>(kGridSize); location *= static_cast<float>(kGridSize);
drawObject.setPosition(location); drawObject.setPosition(location);

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@ -1,8 +1,8 @@
// Snake.cpp // Snake.cpp
#include <memory>
#include <queue> #include <queue>
#include <random> #include <random>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
namespace snakeplusplus namespace snakeplusplus
@ -13,67 +13,10 @@ namespace snakeplusplus
return; return;
} }
PlayerDirection Snake::GetDirection(void)
{
return direction;
}
sf::Vector2f Snake::GetHeadLocation(void)
{
return headLocation;
}
// Update snake with location information
sf::Vector2f Snake::Move(void)
{
if (direction == kLeft) MoveLeft();
if (direction == kUp) MoveUp();
if (direction == kDown) MoveDown();
if (direction == kRight) MoveRight();
return headLocation;
}
// Removes tail of snake
void Snake::Pop(void) void Snake::Pop(void)
{ {
*(snakeBody.front().get()) = ' '; *(body.front().get()) = ' ';
snakeBody.pop(); body.pop();
return;
}
sf::Vector2f Snake::Reset(void)
{
return sf::Vector2f(4,5);
}
void Snake::UpdateDirection(PlayerDirection newDirection)
{
direction = newDirection;
return;
}
void Snake::MoveLeft(void)
{
headLocation.x -= 1;
return;
}
void Snake::MoveUp(void)
{
headLocation.y -= 1;
return;
}
void Snake::MoveDown(void)
{
headLocation.y += 1;
return;
}
void Snake::MoveRight(void)
{
headLocation.x += 1;
return;
} }
Food::Food() Food::Food()
@ -88,11 +31,6 @@ namespace snakeplusplus
location.y = GenerateRandomNumber(boundaries.y); location.y = GenerateRandomNumber(boundaries.y);
} }
sf::Vector2f Food::GetFoodLocation(void)
{
return location;
}
// Returns a newly generated number // Returns a newly generated number
int Food::GenerateRandomNumber(int generationLimit) int Food::GenerateRandomNumber(int generationLimit)
{ {