Merge pull request #19 from Trimutex/development

Adding changes to main branch
This commit is contained in:
Gregory 2023-08-10 18:53:03 -05:00 committed by GitHub
commit 63a34e80e6
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22 changed files with 491 additions and 411 deletions

0
.gitignore vendored Normal file → Executable file
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BIN
Arial.ttf Normal file

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15
CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.10)
project(
snakeplusplus
LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 11 CACHE STRING "The C++ standard to use")
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)
include_directories(${snakeplusplus_SOURCE_DIR}/src)
add_subdirectory(src)

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@ -1,23 +0,0 @@
INC := -I include
STD := -std=c++11
SFML := -lsfml-graphics -lsfml-window -lsfml-system
all: compile link
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)
clean:
rm bin/*.o build/*.out

13
README.md Normal file → Executable file
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@ -14,6 +14,15 @@ Prerequisites
Clone the repository and compile it using:
git clone https://github.com/TriantaTV/snakeplusplus.git
make
The game is output into the `bin` folder, simply run the game and enjoy!
In order to compile the project, simply run these two commands:
cmake -B build -S .
cmake --build build
## Running the Project
The program should now be compiled at ./build/bin/snakeplusplus
Simply run the program using:
build/bin/snakeplusplus

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@ -1,18 +0,0 @@
#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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@ -1,29 +0,0 @@
// GameState.h
#ifndef GAMESTATE_H
#define GAMESTATE_H
#include <SFML\Graphics.hpp>
#include "Snake.h"
class GameState
{
public:
GameState();
GameState(int newHorizontal, int newVertical);
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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@ -1,32 +0,0 @@
// Snake.h
#ifndef SNAKE_H
#define SNAKE_H
#include <deque>
#include <SFML\Graphics.hpp>
#include "SnakeFood.h"
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;
sf::Vector2f CalculateNewPosition(sf::Vector2f position);
bool CheckBoundaries(void);
bool IsSelfCollision(sf::RectangleShape testRectangle);
};
#endif

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@ -1,24 +0,0 @@
// SnakeFood.h
#ifndef SNAKEFOOD_H
#define SNAKEFOOD_H
#include <SFML\Graphics.hpp>
#include <random>
class SnakeFood
{
public:
SnakeFood();
SnakeFood(sf::Vector2f snakeFoodSize);
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);
};
#endif

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src/CMakeLists.txt Normal file
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find_package(SFML COMPONENTS graphics window system REQUIRED)
add_executable(snakeplusplus
./main.cpp
./gamestate.cpp
./snake.cpp
./playerinterface.cpp
)
target_include_directories(snakeplusplus PUBLIC ${CMAKE_CURRENT_LIST_DIR})
target_link_libraries(snakeplusplus sfml-graphics)

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@ -1,11 +0,0 @@
#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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@ -1,90 +0,0 @@
// GameState.cpp
#include <SFML\Graphics.hpp>
#include <SFML\System.hpp>
#include "Common.h"
#include "Snake.h"
#include "GameState.h"
GameState::GameState()
{
delay = sf::milliseconds(75);
gameVideoSettings = sf::VideoMode(1025, 725);
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
GameState::GameState(int maxHorizontal, int maxVertical)
{
delay = sf::milliseconds(75);
gameVideoSettings = sf::VideoMode(maxHorizontal, maxVertical);
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
void GameState::StartGame()
{
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())
{
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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@ -1,129 +0,0 @@
// Snake.cpp
#include <iostream>
#include <queue>
#include <SFML\Graphics.hpp>
#include "Common.h"
#include "Snake.h"
#include "SnakeFood.h"
// General constructor for snake class
Snake::Snake(void)
{
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 headSize)
{
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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@ -1,50 +0,0 @@
// SnakeFood.cpp
#include <iostream>
#include <SFML\Graphics.hpp>
#include "Common.h"
#include "SnakeFood.h"
SnakeFood::SnakeFood()
{
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;
}
// Returns a new food object for the snakeFood
void SnakeFood::GenerateNewFood(sf::Vector2f windowSize)
{
sf::Vector2f newPosition;
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 % kGridSize);
return generatedNumber;
}

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src/common.hpp Executable file
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#ifndef COMMON_HPP
#define COMMON_HPP
enum PlayerDirection
{
kNone = 0,
kLeft = 1,
kUp = 2,
kDown = 3,
kRight = 4
};
#endif

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src/gamestate.cpp Executable file
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// GameState.cpp
#include <iostream>
#include <memory>
#include <stdexcept>
#include <string>
#include <SFML/Graphics.hpp>
#include "common.hpp"
#include "playerinterface.hpp"
#include "gamestate.hpp"
namespace snakeplusplus
{
GameEngine::GameEngine()
{
return;
}
void GameEngine::StartGame()
{
//ApplySettings();
PrepareGameBoard();
graphics.StartGameWindow();
GameLoop();
return;
}
void GameEngine::GameLoop(void)
{
while (graphics.IsOpen())
{
if (isGameOver)
{
graphics.CheckContinue();
isGameOver = 0;
}
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
graphics.DisplayGameState(gameBoard);
}
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)
{
return graphics.gameBoundaries;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location)
{
try
{
char* locationState;
locationState = &gameBoard.at(location.y).at(location.x);
if (*locationState == 'O' && player.body.size() > 1)
isGameOver = true; // Game should end (Snake touching snake)
*locationState = 'O';
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
} catch (const std::out_of_range& error) {
isGameOver = true; // Snake ran into edge
exit(0);
}
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood(void)
{
sf::Vector2f newLocation = playerFood.location;
bool isUpdated = false;
// Keep making new food until generating a valid spot
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O')
{
isUpdated = true;
playerFood.GenerateNewFood(GetGameBoundaries());
newLocation = playerFood.location;
}
if (isUpdated)
gameBoard.at(newLocation.y).at(newLocation.x) = 'X';
return;
}
void GameEngine::PrepareGameBoard(void)
{
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
player.headLocation.x = 4;
player.headLocation.y = 5;
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
player.body.push(locationState);
*player.body.front() = 'O';
playerFood.location.x = 2;
playerFood.location.y = 2;
playerFood.food = &gameBoard.at(2).at(2);
*playerFood.food = 'X';
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection input = controls.GetPlayerInput();
switch (input) {
case kUp:
player.speed.x = 0;
player.speed.y = -1;
break;
case kLeft:
player.speed.x = -1;
player.speed.y = 0;
break;
case kRight:
player.speed.x = 1;
player.speed.y = 0;
break;
case kDown:
player.speed.x = 0;
player.speed.y = 1;
break;
default:
break;
}
}
}

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// GameState.h
#ifndef GAMESTATE_HPP
#define GAMESTATE_HPP
#include <memory>
#include <SFML/Graphics.hpp>
#include "snake.hpp"
#include "playerinterface.hpp"
namespace snakeplusplus
{
class GameEngine
{
public:
GameEngine();
void StartGame(void);
sf::Vector2f GetGameBoundaries(void);
private:
std::vector< std::vector<char> > gameBoard;
PlayerInput controls;
PlayerOutput graphics;
Snake player;
Food playerFood;
bool useSFML = 1;
bool isGameOver = 0;
void DisplayEndScreen(void);
void GameLoop(void);
sf::Vector2f MovePlayer(void);
void PlaceNewSnakePart(sf::Vector2f location);
void RegenerateFood(void);
void PrepareGameBoard(void);
void UpdatePlayerSpeed();
};
}
#endif

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@ -1,7 +1,7 @@
#include "GameState.h"
#include "gamestate.hpp"
int main()
int main(void)
{
GameState game;
snakeplusplus::GameEngine game;
game.StartGame();
}

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src/playerinterface.cpp Executable file
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#include "playerinterface.hpp"
#include <SFML/System/Vector2.hpp>
#include <cstdlib>
#include <iostream>
namespace snakeplusplus
{
PlayerInput::PlayerInput(void)
{
lastPlayerInput = kNone;
}
PlayerDirection PlayerInput::GetPlayerInput(void)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
lastPlayerInput = kLeft;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
lastPlayerInput = kUp;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
lastPlayerInput = kDown;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
lastPlayerInput = kRight;
return lastPlayerInput;
}
bool PlayerOutput::IsOpen(void)
{
return gameWindow.isOpen();
}
PlayerOutput::PlayerOutput(void)
{
float kWidth = 1025;
float kHeight = 725;
float kBoardWidth = kWidth / kGridSize;
float kBoardHeight = kHeight / kGridSize;
gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight);
gameVideoSettings = sf::VideoMode(kWidth, kHeight);
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
return;
}
void PlayerOutput::CheckContinue(void)
{
sf::Event event;
DisplayEndScreen();
while (true)
{
gameWindow.pollEvent(event);
if ((event.type == sf::Event::Closed) ||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
{
gameWindow.close();
return;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
sf::sleep(delay);
}
}
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", font);
gameOverText.setPosition(textPosition);
gameWindow.draw(gameOverText);
gameWindow.display();
return;
}
void PlayerOutput::DisplayGameState(std::vector< std::vector<char> >& gameBoard)
{
CheckWindowEvents();
sf::Vector2f location;
char* letterOnBoard;
for (float y = 0; y < gameBoundaries.y; y++)
{
for (float x = 0; x < gameBoundaries.x; x++)
{
location.x = x;
location.y = y;
letterOnBoard = &gameBoard.at(location.y).at(location.x);
switch (*letterOnBoard)
{
case 'O':
DrawSnake(location);
break;
case 'X':
DrawFood(location);
break;
default:
DrawEmpty(location);
break;
}
}
}
gameWindow.display();
sf::sleep(delay);
return;
}
void PlayerOutput::StartGameWindow(void)
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true;
return;
}
void PlayerOutput::CheckWindowEvents(void)
{
sf::Event event;
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed) ||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
gameWindow.close();
}
}
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;
}
}

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#ifndef PLAYERINTERFACE_HPP
#define PLAYERINTERFACE_HPP
#include "common.hpp"
#include <SFML/Graphics.hpp>
const int kGridSize = 25;
namespace snakeplusplus
{
class PlayerInput
{
public:
PlayerInput(void);
PlayerDirection GetPlayerInput(void);
private:
PlayerDirection lastPlayerInput;
};
class PlayerOutput
{
public:
sf::Vector2f gameBoundaries;
PlayerOutput(void);
bool IsOpen(void);
void CheckContinue(void);
void DisplayGameState(std::vector< std::vector<char> >& gameBoard);
void StartGameWindow(void);
private:
void CheckWindowEvents(void);
void DisplayEndScreen(void);
void DrawEmpty(sf::Vector2f location);
void DrawFood(sf::Vector2f location);
void DrawSnake(sf::Vector2f location);
sf::RenderWindow gameWindow;
sf::VideoMode gameVideoSettings;
sf::RectangleShape drawObject;
bool isWindowAlive;
sf::Time delay = sf::milliseconds(60);
};
}
#endif

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// Snake.cpp
#include <algorithm>
#include <memory>
#include <queue>
#include <random>
#include <SFML/Graphics.hpp>
#include "snake.hpp"
namespace snakeplusplus
{
void Snake::Pop(void)
{
*(body.front()) = ' ';
body.pop();
}
Food::Food(void)
{
generator.seed(std::random_device{}());
}
// Returns a new food object for the snakeFood
void Food::GenerateNewFood(sf::Vector2f boundaries)
{
location.x = GenerateRandomNumber(boundaries.x);
location.y = GenerateRandomNumber(boundaries.y);
}
// Returns a newly generated number
int Food::GenerateRandomNumber(int generationLimit)
{
int generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit - 1);
generatedNumber = distribution(generator);
return generatedNumber;
}
}

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// Snake.h
#ifndef SNAKE_HPP
#define SNAKE_HPP
#include <SFML/System/Vector2.hpp>
#include <memory>
#include <queue>
#include <random>
#include <SFML/Graphics.hpp>
namespace snakeplusplus
{
struct Snake
{
public:
sf::Vector2f headLocation;
sf::Vector2f speed;
std::queue<char*> body;
void Pop(void);
};
struct Food
{
public:
Food(void);
sf::Vector2f location;
char* food;
void GenerateNewFood(sf::Vector2f boundaries);
private:
std::default_random_engine generator;
int GenerateRandomNumber(int generationLimit);
};
}
#endif