Merge pull request #18 from TriantaTV/development

Code readability changes and reducing coupling
This commit is contained in:
Gregory 2023-03-12 21:59:20 -05:00 committed by GitHub
commit 579baa61e7
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10 changed files with 273 additions and 199 deletions

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@ -2,17 +2,20 @@ INC := -I include
STD := -std=c++11
SFML := -lsfml-graphics -lsfml-window -lsfml-system
all: dirs compile link
all: compile link
dirs:
mkdir bin build
fresh: dirs compile link
compile:
g++ $(INC) $(STD) -c -o build/main.o src/main.cpp
g++ $(INC) $(STD) -c -o build/Common.o src/Common.cpp
g++ $(INC) $(STD) -c -o build/GameState.o src/GameState.cpp
g++ $(INC) $(STD) -c -o build/Snake.o src/Snake.cpp
g++ $(INC) $(STD) -c -o build/SnakeFood.o src/SnakeFood.cpp
dirs:
mkdir bin build
link:
g++ build/*.o -o bin/SnakePlusPlus $(SFML)

18
include/Common.h Normal file
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@ -0,0 +1,18 @@
#ifndef COMMON_H
#define COMMON_H
#include <SFML\Graphics.hpp>
const int kGridSize = 25;
enum PlayerDirection
{
kLeft = 1,
kUp = 2,
kDown = 3,
kRight = 4
};
bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position);
#endif

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@ -1,22 +1,29 @@
// GameState.h
#ifndef GAMESTATE_H
#define GAMESTATE_H
#include <SFML\Graphics.hpp>
#include "Snake.h"
class GameState
{
private:
public:
sf::VideoMode gameVideoMode;
sf::RenderWindow gameWindow;
GameState();
GameState(int newHorizontal, int newVertical);
void startNewGame();
/*
gameGridHorizontal = (videoSizeHorizontal // 25) * 25;
gameGridVertical = (videoSizeVertical // 25) * 25;
*/
// sf::Vector2f GetGameBoundaries();
void StartGame(void);
sf::Vector2f GetGameBoundaries(void);
protected:
;
private:
sf::RenderWindow gameWindow;
sf::VideoMode gameVideoSettings;
SnakeFood playerFood;
Snake player;
sf::Time delay;
void GetKeyboardInput(void);
void RegenerateFood(void);
void RunGameLoop(void);
void RenderWindow(void);
};
#endif

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@ -6,24 +6,25 @@
#include <SFML\Graphics.hpp>
#include "SnakeFood.h"
sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position);
bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position);
class Snake
{
public:
Snake(void);
Snake(sf::Vector2f head);
void DisplaySnake(sf::RenderWindow& window);
sf::RectangleShape GetSnakeHead(void);
sf::Vector2f GetSnakeHeadPosition(void);
bool IsTouchingObject(sf::RectangleShape object);
void MoveSnake(SnakeFood* playerFood);
void UpdateDirection(int newDirection);
protected:
;
private:
std::deque<sf::RectangleShape> snakeBody;
int snakeDirection = 0;
public:
Snake();
Snake(sf::Vector2f head);
sf::Vector2f GetSnakeHeadPosition();
sf::RectangleShape GetSnakeHead();
void DisplaySnake(sf::RenderWindow& window);
void MoveSnake(SnakeFood& playerFood, sf::VideoMode gameVideoMode);
void SnakeFoodCollision(SnakeFood& snakeFood, sf::VideoMode gameVideoMode);
void CheckDirection();
bool CheckBoundaries();
sf::Vector2f CalculateNewPosition(sf::Vector2f position);
bool CheckBoundaries(void);
bool IsSelfCollision(sf::RectangleShape testRectangle);
};

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@ -1,18 +1,23 @@
// SnakeFood.h
#ifndef SNAKEFOOD_H
#define SNAKEFOOD_H
#include <random>
#include <SFML\Graphics.hpp>
#include <random>
class SnakeFood
{
private:
public:
sf::RectangleShape snakeFoodObject;
std::default_random_engine generator;
SnakeFood();
SnakeFood(sf::Vector2f snakeFoodSize);
void GenerateNewLocation(int horizontalLocation, int verticalLocation);
void GenerateNewFood(sf::Vector2f windowSize);
sf::RectangleShape GetFoodObject(void);
sf::Vector2f GetFoodObjectPosition(void);
protected:
;
private:
sf::RectangleShape snakeFoodObject;
std::default_random_engine generator;
int GenerateRandomNumber(int generationLimit);
};

11
src/Common.cpp Normal file
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@ -0,0 +1,11 @@
#include "Common.h"
// Test for collision between two object positions
bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position)
{
if (object1Position.x != object2Position.x)
return false;
if (object1Position.y != object2Position.y)
return false;
return true;
}

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@ -1,47 +1,90 @@
// GameState.cpp
#include <SFML\Graphics.hpp>
#include <SFML\System.hpp>
#include "Common.h"
#include "Snake.h"
#include "GameState.h"
GameState::GameState()
{
sf::VideoMode tempVideoMode(1024, 725);
gameVideoMode = tempVideoMode;
sf::RenderWindow gameWindow(gameVideoMode, "SnakePlusPlus");
delay = sf::milliseconds(75);
gameVideoSettings = sf::VideoMode(1025, 725);
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
GameState::GameState(int newHorizontal, int newVertical)
GameState::GameState(int maxHorizontal, int maxVertical)
{
sf::VideoMode tempVideoMode(newHorizontal, newVertical);
gameVideoMode = tempVideoMode;
sf::RenderWindow tempWindow(gameVideoMode, "SnakePlusPlus");
delay = sf::milliseconds(75);
gameVideoSettings = sf::VideoMode(maxHorizontal, maxVertical);
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
void GameState::startNewGame()
void GameState::StartGame()
{
gameWindow.create(gameVideoMode, "SnakePlusPlus");
sf::Time delay = sf::milliseconds(100);
int snakeDirection = 0;
Snake player(sf::Vector2f(25,25));
SnakeFood playerFood(sf::Vector2f(25,25));
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
Snake player(sf::Vector2f(kGridSize,kGridSize));
SnakeFood playerFood(sf::Vector2f(kGridSize,kGridSize));
RunGameLoop();
return;
}
sf::Vector2f GameState::GetGameBoundaries(void)
{
sf::Vector2f boundaries;
boundaries.x = gameVideoSettings.width;
boundaries.y = gameVideoSettings.height;
return boundaries;
}
void GameState::GetKeyboardInput(void)
{
sf::Event event;
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed) ||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
gameWindow.close();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
player.UpdateDirection(kLeft);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
player.UpdateDirection(kUp);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
player.UpdateDirection(kDown);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
player.UpdateDirection(kRight);
return;
}
// Generates new food until not colliding with player
void GameState::RegenerateFood(void)
{
// Keep making new food until generating a valid spot
while (player.IsTouchingObject(playerFood.GetFoodObject()))
playerFood.GenerateNewFood(GetGameBoundaries());
return;
}
void GameState::RunGameLoop(void)
{
while (gameWindow.isOpen())
{
sf::Event event;
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed) || (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
gameWindow.close();
}
player.CheckDirection();
player.MoveSnake(playerFood, gameVideoMode);
gameWindow.clear();
player.DisplaySnake(gameWindow);
gameWindow.draw(playerFood.snakeFoodObject);
gameWindow.display();
GetKeyboardInput();
player.MoveSnake(&playerFood);
RegenerateFood();
RenderWindow();
sf::sleep(delay);
}
return;
}
void GameState::RenderWindow(void)
{
gameWindow.clear();
player.DisplaySnake(gameWindow);
gameWindow.draw(playerFood.GetFoodObject());
gameWindow.display();
return;
}

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@ -2,151 +2,128 @@
#include <iostream>
#include <queue>
#include <SFML\Graphics.hpp>
#include "Common.h"
#include "Snake.h"
#include "SnakeFood.h"
// Get a new coordinate position based on snake direction
sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position)
{
if (direction == 0)
return position;
if (direction == 1)
position.x -= 25;
if (direction == 2)
position.y -= 25;
if (direction == 3)
position.y += 25;
if (direction == 4)
position.x += 25;
return position;
}
// Test for collision between two object positions
bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position)
{
if (object1Position.x != object2Position.x)
return 0;
if (object1Position.y != object2Position.y)
return 0;
return 1;
}
// Check keyboard for new direction of snake
void Snake::CheckDirection()
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
snakeDirection = 1;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
snakeDirection = 2;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
snakeDirection = 3;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
snakeDirection = 4;
return;
}
// Check snake head for running into boundaries
bool Snake::CheckBoundaries()
{
if (snakeBody.front().getPosition().x == 0 && snakeDirection == 1)
return true;
if (snakeBody.front().getPosition().y == 0 && snakeDirection == 2)
return true;
// TODO: Change boundaries to not be hard-coded
if (snakeBody.front().getPosition().y > 675 && snakeDirection == 3)
return true;
if (snakeBody.front().getPosition().x > 975 && snakeDirection == 4)
return true;
return false;
}
// Move snake based on direction and test for eating food
void Snake::MoveSnake(SnakeFood& snakeFood, sf::VideoMode gameVideoMode)
{
// CheckDirection();
sf::Vector2f newHeadPosition;
newHeadPosition = GetSnakeHeadPosition();
if (CheckBoundaries())
return;
newHeadPosition = CalculateNewPosition(snakeDirection, newHeadPosition);
sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
newBodyPart.setPosition(newHeadPosition);
if (IsSelfCollision(newBodyPart)) // Do nothing if self collision
{
return;
}
newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_front(newBodyPart);
if (!GlobalCollision(GetSnakeHead().getPosition(), snakeFood.snakeFoodObject.getPosition()))
snakeBody.pop_back();
SnakeFoodCollision(snakeFood, gameVideoMode);
return;
}
// Return the Vector2f head of snake
sf::Vector2f Snake::GetSnakeHeadPosition()
{
sf::Vector2f position;
position = snakeBody.front().getPosition();
return position;
}
// Return the RectangleShape head of snake
sf::RectangleShape Snake::GetSnakeHead()
{
sf::RectangleShape head;
head = snakeBody.front();
return head;
}
// Iterate through snake deque and draw to window
void Snake::DisplaySnake(sf::RenderWindow& window)
{
for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
{
window.draw(*it);
}
return;
}
// Test for snake self collision
bool Snake::IsSelfCollision(sf::RectangleShape testRectangle)
{
for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
{
if (GlobalCollision(testRectangle.getPosition(), (*it).getPosition()))
{
return true;
}
}
return false;
}
// If player collides with food then generate until no longer collided with food
void Snake::SnakeFoodCollision(SnakeFood& snakeFood, sf::VideoMode gameVideoMode)
{
while(IsSelfCollision(snakeFood.snakeFoodObject))
{
snakeFood.GenerateNewLocation(gameVideoMode.width, gameVideoMode.height);
}
return;
}
// General constructor for snake class
Snake::Snake()
Snake::Snake(void)
{
sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
sf::RectangleShape newBodyPart(sf::Vector2f(kGridSize, kGridSize));
newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_back(newBodyPart);
return;
}
// Constructor for snake with position
Snake::Snake(sf::Vector2f head)
Snake::Snake(sf::Vector2f headSize)
{
sf::RectangleShape newBodyPart(head);
sf::RectangleShape newBodyPart(headSize);
newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_back(newBodyPart);
return;
}
// Iterate through snake deque and draw to window
void Snake::DisplaySnake(sf::RenderWindow& window)
{
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
window.draw(*snakeBodyPart);
return;
}
// Return the RectangleShape head of snake
sf::RectangleShape Snake::GetSnakeHead(void)
{
sf::RectangleShape head;
head = snakeBody.front();
return head;
}
// Return the Vector2f head of snake
sf::Vector2f Snake::GetSnakeHeadPosition(void)
{
sf::Vector2f position;
position = snakeBody.front().getPosition();
return position;
}
// Checks if snake position matches object position
bool Snake::IsTouchingObject(sf::RectangleShape object)
{
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
{
if ((*snakeBodyPart).getPosition().x != object.getPosition().x)
continue;
if ((*snakeBodyPart).getPosition().y != object.getPosition().y)
continue;
return true;
}
return false;
}
// 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;
}

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@ -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;
}

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@ -2,6 +2,6 @@
int main()
{
GameState newGame;
newGame.startNewGame();
GameState game;
game.StartGame();
}