Merge pull request #18 from TriantaTV/development
Code readability changes and reducing coupling
This commit is contained in:
commit
579baa61e7
9
Makefile
9
Makefile
@ -2,17 +2,20 @@ INC := -I include
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STD := -std=c++11
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SFML := -lsfml-graphics -lsfml-window -lsfml-system
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all: dirs compile link
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all: compile link
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dirs:
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mkdir bin build
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fresh: dirs compile link
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compile:
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g++ $(INC) $(STD) -c -o build/main.o src/main.cpp
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g++ $(INC) $(STD) -c -o build/Common.o src/Common.cpp
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g++ $(INC) $(STD) -c -o build/GameState.o src/GameState.cpp
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g++ $(INC) $(STD) -c -o build/Snake.o src/Snake.cpp
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g++ $(INC) $(STD) -c -o build/SnakeFood.o src/SnakeFood.cpp
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dirs:
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mkdir bin build
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link:
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g++ build/*.o -o bin/SnakePlusPlus $(SFML)
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18
include/Common.h
Normal file
18
include/Common.h
Normal file
@ -0,0 +1,18 @@
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#ifndef COMMON_H
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#define COMMON_H
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#include <SFML\Graphics.hpp>
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const int kGridSize = 25;
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enum PlayerDirection
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{
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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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bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position);
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#endif
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@ -1,22 +1,29 @@
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// GameState.h
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#ifndef GAMESTATE_H
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#define GAMESTATE_H
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#include <SFML\Graphics.hpp>
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#include "Snake.h"
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class GameState
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{
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private:
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public:
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sf::VideoMode gameVideoMode;
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sf::RenderWindow gameWindow;
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GameState();
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GameState(int newHorizontal, int newVertical);
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void startNewGame();
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/*
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gameGridHorizontal = (videoSizeHorizontal // 25) * 25;
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gameGridVertical = (videoSizeVertical // 25) * 25;
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*/
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// sf::Vector2f GetGameBoundaries();
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void StartGame(void);
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sf::Vector2f GetGameBoundaries(void);
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protected:
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;
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private:
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sf::RenderWindow gameWindow;
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sf::VideoMode gameVideoSettings;
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SnakeFood playerFood;
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Snake player;
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sf::Time delay;
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void GetKeyboardInput(void);
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void RegenerateFood(void);
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void RunGameLoop(void);
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void RenderWindow(void);
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};
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#endif
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@ -6,24 +6,25 @@
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#include <SFML\Graphics.hpp>
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#include "SnakeFood.h"
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sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position);
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bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position);
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class Snake
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{
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public:
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Snake(void);
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Snake(sf::Vector2f head);
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void DisplaySnake(sf::RenderWindow& window);
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sf::RectangleShape GetSnakeHead(void);
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sf::Vector2f GetSnakeHeadPosition(void);
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bool IsTouchingObject(sf::RectangleShape object);
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void MoveSnake(SnakeFood* playerFood);
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void UpdateDirection(int newDirection);
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protected:
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;
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private:
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std::deque<sf::RectangleShape> snakeBody;
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int snakeDirection = 0;
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public:
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Snake();
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Snake(sf::Vector2f head);
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sf::Vector2f GetSnakeHeadPosition();
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sf::RectangleShape GetSnakeHead();
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void DisplaySnake(sf::RenderWindow& window);
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void MoveSnake(SnakeFood& playerFood, sf::VideoMode gameVideoMode);
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void SnakeFoodCollision(SnakeFood& snakeFood, sf::VideoMode gameVideoMode);
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void CheckDirection();
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bool CheckBoundaries();
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sf::Vector2f CalculateNewPosition(sf::Vector2f position);
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bool CheckBoundaries(void);
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bool IsSelfCollision(sf::RectangleShape testRectangle);
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};
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@ -1,18 +1,23 @@
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// SnakeFood.h
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#ifndef SNAKEFOOD_H
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#define SNAKEFOOD_H
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#include <random>
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#include <SFML\Graphics.hpp>
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#include <random>
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class SnakeFood
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{
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private:
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public:
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sf::RectangleShape snakeFoodObject;
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std::default_random_engine generator;
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SnakeFood();
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SnakeFood(sf::Vector2f snakeFoodSize);
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void GenerateNewLocation(int horizontalLocation, int verticalLocation);
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void GenerateNewFood(sf::Vector2f windowSize);
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sf::RectangleShape GetFoodObject(void);
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sf::Vector2f GetFoodObjectPosition(void);
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protected:
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;
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private:
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sf::RectangleShape snakeFoodObject;
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std::default_random_engine generator;
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int GenerateRandomNumber(int generationLimit);
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};
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11
src/Common.cpp
Normal file
11
src/Common.cpp
Normal file
@ -0,0 +1,11 @@
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#include "Common.h"
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// Test for collision between two object positions
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bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position)
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{
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if (object1Position.x != object2Position.x)
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return false;
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if (object1Position.y != object2Position.y)
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return false;
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return true;
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}
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@ -1,47 +1,90 @@
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// GameState.cpp
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#include <SFML\Graphics.hpp>
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#include <SFML\System.hpp>
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#include "Common.h"
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#include "Snake.h"
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#include "GameState.h"
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GameState::GameState()
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{
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sf::VideoMode tempVideoMode(1024, 725);
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gameVideoMode = tempVideoMode;
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sf::RenderWindow gameWindow(gameVideoMode, "SnakePlusPlus");
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delay = sf::milliseconds(75);
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gameVideoSettings = sf::VideoMode(1025, 725);
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gameWindow.create(gameVideoSettings, "SnakePlusPlus");
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return;
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}
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GameState::GameState(int newHorizontal, int newVertical)
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GameState::GameState(int maxHorizontal, int maxVertical)
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{
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sf::VideoMode tempVideoMode(newHorizontal, newVertical);
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gameVideoMode = tempVideoMode;
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sf::RenderWindow tempWindow(gameVideoMode, "SnakePlusPlus");
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delay = sf::milliseconds(75);
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gameVideoSettings = sf::VideoMode(maxHorizontal, maxVertical);
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gameWindow.create(gameVideoSettings, "SnakePlusPlus");
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return;
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}
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void GameState::startNewGame()
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void GameState::StartGame()
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{
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gameWindow.create(gameVideoMode, "SnakePlusPlus");
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sf::Time delay = sf::milliseconds(100);
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int snakeDirection = 0;
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Snake player(sf::Vector2f(25,25));
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SnakeFood playerFood(sf::Vector2f(25,25));
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gameWindow.create(gameVideoSettings, "SnakePlusPlus");
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Snake player(sf::Vector2f(kGridSize,kGridSize));
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SnakeFood playerFood(sf::Vector2f(kGridSize,kGridSize));
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RunGameLoop();
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return;
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}
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sf::Vector2f GameState::GetGameBoundaries(void)
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{
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sf::Vector2f boundaries;
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boundaries.x = gameVideoSettings.width;
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boundaries.y = gameVideoSettings.height;
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return boundaries;
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}
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void GameState::GetKeyboardInput(void)
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{
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sf::Event event;
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while (gameWindow.pollEvent(event))
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{
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if ((event.type == sf::Event::Closed) ||
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(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
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gameWindow.close();
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
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player.UpdateDirection(kLeft);
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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player.UpdateDirection(kUp);
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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player.UpdateDirection(kDown);
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
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player.UpdateDirection(kRight);
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return;
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}
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// Generates new food until not colliding with player
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void GameState::RegenerateFood(void)
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{
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// Keep making new food until generating a valid spot
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while (player.IsTouchingObject(playerFood.GetFoodObject()))
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playerFood.GenerateNewFood(GetGameBoundaries());
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return;
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}
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void GameState::RunGameLoop(void)
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{
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while (gameWindow.isOpen())
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{
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sf::Event event;
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while (gameWindow.pollEvent(event))
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{
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if ((event.type == sf::Event::Closed) || (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
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gameWindow.close();
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}
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player.CheckDirection();
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player.MoveSnake(playerFood, gameVideoMode);
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gameWindow.clear();
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player.DisplaySnake(gameWindow);
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gameWindow.draw(playerFood.snakeFoodObject);
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gameWindow.display();
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GetKeyboardInput();
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player.MoveSnake(&playerFood);
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RegenerateFood();
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RenderWindow();
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sf::sleep(delay);
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}
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return;
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}
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void GameState::RenderWindow(void)
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{
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gameWindow.clear();
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player.DisplaySnake(gameWindow);
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gameWindow.draw(playerFood.GetFoodObject());
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gameWindow.display();
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return;
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}
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241
src/Snake.cpp
241
src/Snake.cpp
@ -2,151 +2,128 @@
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#include <iostream>
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#include <queue>
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#include <SFML\Graphics.hpp>
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#include "Common.h"
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#include "Snake.h"
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#include "SnakeFood.h"
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// Get a new coordinate position based on snake direction
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sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position)
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{
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if (direction == 0)
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return position;
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if (direction == 1)
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position.x -= 25;
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if (direction == 2)
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position.y -= 25;
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if (direction == 3)
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position.y += 25;
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if (direction == 4)
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position.x += 25;
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return position;
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}
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// Test for collision between two object positions
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bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position)
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{
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if (object1Position.x != object2Position.x)
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return 0;
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if (object1Position.y != object2Position.y)
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return 0;
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return 1;
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}
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// Check keyboard for new direction of snake
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void Snake::CheckDirection()
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{
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
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snakeDirection = 1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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snakeDirection = 2;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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snakeDirection = 3;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
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snakeDirection = 4;
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return;
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}
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// Check snake head for running into boundaries
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bool Snake::CheckBoundaries()
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{
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if (snakeBody.front().getPosition().x == 0 && snakeDirection == 1)
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return true;
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if (snakeBody.front().getPosition().y == 0 && snakeDirection == 2)
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return true;
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// TODO: Change boundaries to not be hard-coded
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if (snakeBody.front().getPosition().y > 675 && snakeDirection == 3)
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return true;
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if (snakeBody.front().getPosition().x > 975 && snakeDirection == 4)
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return true;
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return false;
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}
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// Move snake based on direction and test for eating food
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void Snake::MoveSnake(SnakeFood& snakeFood, sf::VideoMode gameVideoMode)
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{
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// CheckDirection();
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sf::Vector2f newHeadPosition;
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newHeadPosition = GetSnakeHeadPosition();
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if (CheckBoundaries())
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return;
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newHeadPosition = CalculateNewPosition(snakeDirection, newHeadPosition);
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sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
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newBodyPart.setPosition(newHeadPosition);
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if (IsSelfCollision(newBodyPart)) // Do nothing if self collision
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{
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return;
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}
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newBodyPart.setFillColor(sf::Color::Green);
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snakeBody.push_front(newBodyPart);
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if (!GlobalCollision(GetSnakeHead().getPosition(), snakeFood.snakeFoodObject.getPosition()))
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snakeBody.pop_back();
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SnakeFoodCollision(snakeFood, gameVideoMode);
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return;
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}
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// Return the Vector2f head of snake
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sf::Vector2f Snake::GetSnakeHeadPosition()
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{
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sf::Vector2f position;
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position = snakeBody.front().getPosition();
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return position;
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}
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// Return the RectangleShape head of snake
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sf::RectangleShape Snake::GetSnakeHead()
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{
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sf::RectangleShape head;
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head = snakeBody.front();
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return head;
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}
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// Iterate through snake deque and draw to window
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void Snake::DisplaySnake(sf::RenderWindow& window)
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{
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for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
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{
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window.draw(*it);
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}
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return;
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}
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// Test for snake self collision
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bool Snake::IsSelfCollision(sf::RectangleShape testRectangle)
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{
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for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
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{
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if (GlobalCollision(testRectangle.getPosition(), (*it).getPosition()))
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{
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return true;
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}
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}
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return false;
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}
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// If player collides with food then generate until no longer collided with food
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void Snake::SnakeFoodCollision(SnakeFood& snakeFood, sf::VideoMode gameVideoMode)
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{
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while(IsSelfCollision(snakeFood.snakeFoodObject))
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{
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snakeFood.GenerateNewLocation(gameVideoMode.width, gameVideoMode.height);
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}
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return;
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}
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// General constructor for snake class
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Snake::Snake()
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Snake::Snake(void)
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{
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sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
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sf::RectangleShape newBodyPart(sf::Vector2f(kGridSize, kGridSize));
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newBodyPart.setFillColor(sf::Color::Green);
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snakeBody.push_back(newBodyPart);
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return;
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}
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// Constructor for snake with position
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Snake::Snake(sf::Vector2f head)
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Snake::Snake(sf::Vector2f headSize)
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{
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sf::RectangleShape newBodyPart(head);
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sf::RectangleShape newBodyPart(headSize);
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newBodyPart.setFillColor(sf::Color::Green);
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snakeBody.push_back(newBodyPart);
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return;
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}
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|
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// Iterate through snake deque and draw to window
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void Snake::DisplaySnake(sf::RenderWindow& window)
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{
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for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
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window.draw(*snakeBodyPart);
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return;
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}
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|
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// Return the RectangleShape head of snake
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sf::RectangleShape Snake::GetSnakeHead(void)
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{
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sf::RectangleShape head;
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head = snakeBody.front();
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||||
return head;
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}
|
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|
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// Return the Vector2f head of snake
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sf::Vector2f Snake::GetSnakeHeadPosition(void)
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{
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sf::Vector2f position;
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position = snakeBody.front().getPosition();
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||||
return position;
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||||
}
|
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|
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// Checks if snake position matches object position
|
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bool Snake::IsTouchingObject(sf::RectangleShape object)
|
||||
{
|
||||
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
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||||
{
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||||
if ((*snakeBodyPart).getPosition().x != object.getPosition().x)
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||||
continue;
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||||
if ((*snakeBodyPart).getPosition().y != object.getPosition().y)
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continue;
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||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
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// Move snake based on direction and check for collision
|
||||
void Snake::MoveSnake(SnakeFood* snakeFood)
|
||||
{
|
||||
// TODO: Add losing on wall collision
|
||||
if (CheckBoundaries()) // Wall collision
|
||||
return;
|
||||
sf::Vector2f newHeadPosition;
|
||||
newHeadPosition = CalculateNewPosition(GetSnakeHeadPosition());
|
||||
sf::RectangleShape newBodyPart(sf::Vector2f(kGridSize, kGridSize));
|
||||
newBodyPart.setPosition(newHeadPosition);
|
||||
// TODO: Add losing on self collision
|
||||
if (IsSelfCollision(newBodyPart)) // Snake collision
|
||||
return;
|
||||
newBodyPart.setFillColor(sf::Color::Green);
|
||||
snakeBody.push_front(newBodyPart);
|
||||
if (!GlobalCollision(GetSnakeHeadPosition(), snakeFood->GetFoodObjectPosition()))
|
||||
snakeBody.pop_back();
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::UpdateDirection(int newDirection)
|
||||
{
|
||||
snakeDirection = newDirection;
|
||||
return;
|
||||
}
|
||||
|
||||
// Get a new coordinate position based on snake direction
|
||||
sf::Vector2f Snake::CalculateNewPosition(sf::Vector2f position)
|
||||
{
|
||||
if (snakeDirection == 0)
|
||||
return position;
|
||||
if (snakeDirection == kLeft)
|
||||
position.x -= kGridSize;
|
||||
if (snakeDirection == kUp)
|
||||
position.y -= kGridSize;
|
||||
if (snakeDirection == kDown)
|
||||
position.y += kGridSize;
|
||||
if (snakeDirection == kRight)
|
||||
position.x += kGridSize;
|
||||
return position;
|
||||
}
|
||||
|
||||
// Check snake head for running into boundaries
|
||||
bool Snake::CheckBoundaries(void)
|
||||
{
|
||||
if (snakeBody.front().getPosition().x == 0 && snakeDirection == kLeft)
|
||||
return true;
|
||||
if (snakeBody.front().getPosition().y == 0 && snakeDirection == kUp)
|
||||
return true;
|
||||
// TODO: Change boundaries to not be hard-coded
|
||||
if (snakeBody.front().getPosition().y > 675 && snakeDirection == kDown)
|
||||
return true;
|
||||
if (snakeBody.front().getPosition().x > 975 && snakeDirection == kRight)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test for snake self collision
|
||||
bool Snake::IsSelfCollision(sf::RectangleShape testRectangle)
|
||||
{
|
||||
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
|
||||
if (GlobalCollision(testRectangle.getPosition(), (*snakeBodyPart).getPosition()))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
@ -1,41 +1,50 @@
|
||||
// SnakeFood.cpp
|
||||
#include <iostream>
|
||||
#include <SFML\Graphics.hpp>
|
||||
#include "Common.h"
|
||||
#include "SnakeFood.h"
|
||||
#include "Snake.h"
|
||||
|
||||
|
||||
SnakeFood::SnakeFood()
|
||||
{
|
||||
snakeFoodObject.setSize(sf::Vector2f(25,25));
|
||||
snakeFoodObject.setSize(sf::Vector2f(kGridSize, kGridSize));
|
||||
snakeFoodObject.setFillColor(sf::Color::Red);
|
||||
return;
|
||||
}
|
||||
|
||||
SnakeFood::SnakeFood(sf::Vector2f snakeFoodSize)
|
||||
{
|
||||
snakeFoodObject.setSize(snakeFoodSize);
|
||||
snakeFoodObject.setFillColor(sf::Color::Red);
|
||||
return;
|
||||
}
|
||||
|
||||
void SnakeFood::GenerateNewLocation(int horizontalLocation, int verticalLocation)
|
||||
// Returns a new food object for the snakeFood
|
||||
void SnakeFood::GenerateNewFood(sf::Vector2f windowSize)
|
||||
{
|
||||
sf::Vector2f newPosition;
|
||||
newPosition.x = GenerateRandomNumber(horizontalLocation);
|
||||
newPosition.y = GenerateRandomNumber(verticalLocation);
|
||||
if (GlobalCollision(snakeFoodObject.getPosition(), newPosition))
|
||||
{
|
||||
std::cout << "Location error: " << newPosition.x << " " << newPosition.y << '\n';
|
||||
throw std::runtime_error("Error! New generation on same location");
|
||||
}
|
||||
newPosition.x = GenerateRandomNumber(windowSize.x);
|
||||
newPosition.y = GenerateRandomNumber(windowSize.y);
|
||||
snakeFoodObject.setPosition(newPosition);
|
||||
return;
|
||||
}
|
||||
|
||||
sf::RectangleShape SnakeFood::GetFoodObject(void)
|
||||
{
|
||||
return snakeFoodObject;
|
||||
}
|
||||
|
||||
sf::Vector2f SnakeFood::GetFoodObjectPosition(void)
|
||||
{
|
||||
return snakeFoodObject.getPosition();
|
||||
}
|
||||
|
||||
// Returns a newly generated number
|
||||
int SnakeFood::GenerateRandomNumber(int generationLimit)
|
||||
{
|
||||
int generatedNumber;
|
||||
std::uniform_int_distribution<> distribution(0, generationLimit);
|
||||
generatedNumber = distribution(generator);
|
||||
generatedNumber -= (generatedNumber % 25);
|
||||
generatedNumber -= (generatedNumber % kGridSize);
|
||||
return generatedNumber;
|
||||
}
|
||||
|
@ -2,6 +2,6 @@
|
||||
|
||||
int main()
|
||||
{
|
||||
GameState newGame;
|
||||
newGame.startNewGame();
|
||||
GameState game;
|
||||
game.StartGame();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user