core: formatting cleanup

This commit is contained in:
Trianta 2024-08-21 02:59:30 -05:00
parent 01f24e4ebb
commit 677466d99e
9 changed files with 137 additions and 169 deletions

View File

@ -13,72 +13,76 @@ AISnake::AISnake(void) {
; ;
} }
PlayerDirection AISnake::GetInput(void) PlayerDirection AISnake::GetInput(void) {
{
sf::Vector2f source(g_pEngine->GetHeadLocation()); sf::Vector2f source(g_pEngine->GetHeadLocation());
//if (g_pEngine->state.m_bSmart && path.empty()) //if (g_pEngine->state.m_bSmart && path.empty())
// return CurrentBestDecision(); // return CurrentBestDecision();
sf::Vector2f directionDelta; sf::Vector2f directionDelta;
while (source == path.top() && !path.empty()) { path.pop(); }
if (path.empty()) { path.push(GetAnyOpenPath()); } while (source == path.top() && !path.empty())
path.pop();
if (path.empty())
path.push(GetAnyOpenPath());
directionDelta = source - path.top(); directionDelta = source - path.top();
path.pop(); path.pop();
if ((directionDelta.y == 1)
&& (lastKnownDirection != kDown)) if ((directionDelta.y == 1) && (lastKnownDirection != kDown))
{ lastKnownDirection = kUp; } lastKnownDirection = kUp;
else if ((directionDelta.y == -1) else if ((directionDelta.y == -1) && (lastKnownDirection != kUp))
&& (lastKnownDirection != kUp)) lastKnownDirection = kDown;
{ lastKnownDirection = kDown; } else if ((directionDelta.x == 1) && (lastKnownDirection != kRight))
else if ((directionDelta.x == 1) lastKnownDirection = kLeft;
&& (lastKnownDirection != kRight)) else if ((directionDelta.x == -1) && (lastKnownDirection != kLeft))
{ lastKnownDirection = kLeft; } lastKnownDirection = kRight;
else if ((directionDelta.x == -1)
&& (lastKnownDirection != kLeft))
{ lastKnownDirection = kRight; }
return lastKnownDirection; return lastKnownDirection;
} }
void AISnake::UpdateProbability(int snakeSize) void AISnake::UpdateProbability(int snakeSize) {
{
probabilityBFS = 1 - ((double) snakeSize) / 1000; probabilityBFS = 1 - ((double) snakeSize) / 1000;
return; return;
} }
void AISnake::AdjustProbability(double amount) void AISnake::AdjustProbability(double amount) {
{
probabilityBFS += amount; probabilityBFS += amount;
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; } if (probabilityBFS > 1.0)
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; } probabilityBFS = 1.0;
if (probabilityBFS < 0.0)
probabilityBFS = 0.0;
return; return;
} }
void AISnake::AddIteration(const int size) void AISnake::AddIteration(const int size) {
{ if (size > 40) {
if (size > 40)
{
UpdateAverage(size); UpdateAverage(size);
double adjustmentAmount = 0.002; double adjustmentAmount = 0.002;
if (average > size) { AdjustProbability(adjustmentAmount); } if (average > size)
else { AdjustProbability(-adjustmentAmount); } AdjustProbability(adjustmentAmount);
else
AdjustProbability(-adjustmentAmount);
} }
std::cout << "[LOG - AI] Current average: " << average << std::endl; std::cout << "[LOG - AI] Current average: " << average << std::endl;
std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl; std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl;
} }
void AISnake::ResetPath(void) { void AISnake::ResetPath(void) {
while (!path.empty()) { path.pop(); } while (!path.empty())
path.pop();
} }
// Gets a new path for the bot to follow // Gets a new path for the bot to follow
// Uses DFS algorithm // Uses DFS algorithm
void AISnake::GetNewPath(void) void AISnake::GetNewPath(void) {
{
// Search for food // Search for food
// Probability-based approach for fun // Probability-based approach for fun
double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX); double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
if (roll <= probabilityBFS) { BFS(); } if (roll <= probabilityBFS)
else { DFS(); } BFS();
else
DFS();
UnvisitBoard(); UnvisitBoard();
if (pathFailed) { if (pathFailed) {
pathFailed = false; pathFailed = false;
EmptyPath(); EmptyPath();

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@ -3,14 +3,13 @@
#include "common.hpp" #include "common.hpp"
std::default_random_engine generator; std::default_random_engine generator;
void InitializeGenerator(void)
{ void InitializeGenerator(void) {
generator.seed(std::random_device{}()); generator.seed(std::random_device{}());
} }
// Returns a newly generated number // Returns a newly generated number
int GenerateRandomNumber(int generationLimit) int GenerateRandomNumber(int generationLimit) {
{
int generatedNumber; int generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit - 1); std::uniform_int_distribution<> distribution(0, generationLimit - 1);
generatedNumber = distribution(generator); generatedNumber = distribution(generator);

View File

@ -4,8 +4,7 @@
void InitializeGenerator(void); void InitializeGenerator(void);
int GenerateRandomNumber(int generationLimit); int GenerateRandomNumber(int generationLimit);
enum PlayerDirection enum PlayerDirection {
{
kNone = 0, kNone = 0,
kLeft = 1, kLeft = 1,
kUp = 2, kUp = 2,
@ -14,7 +13,7 @@ enum PlayerDirection
}; };
struct GameSpace { struct GameSpace {
GameSpace(); GameSpace(void);
unsigned char m_bFood : 1 = 0; unsigned char m_bFood : 1 = 0;
unsigned char m_bSnake : 1 = 0; unsigned char m_bSnake : 1 = 0;
unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS

View File

@ -6,23 +6,18 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include "gamestate.hpp" #include "gamestate.hpp"
GameEngine::GameEngine() GameEngine::GameEngine(void) {
{
InitializeGenerator(); InitializeGenerator();
return;
} }
void GameEngine::Start() void GameEngine::Start(void) {
{
PrepareGameBoard(); PrepareGameBoard();
if (!state.m_bNoDisplay) if (!state.m_bNoDisplay)
graphics.StartGameWindow(); graphics.StartGameWindow();
Loop(); Loop();
return;
} }
void GameEngine::Reset() void GameEngine::Reset(void) {
{
if (!state.m_bIsBotControlled) if (!state.m_bIsBotControlled)
graphics.CheckContinue(); graphics.CheckContinue();
else else
@ -30,7 +25,8 @@ void GameEngine::Reset()
player.Reset(); player.Reset();
PrepareGameBoard(); PrepareGameBoard();
state.m_bIsGameOver = false; state.m_bIsGameOver = false;
if (state.m_bIsBotControlled) { if (!state.m_bIsBotControlled)
return;
if (!state.m_bSmart) { if (!state.m_bSmart) {
while (!bot.path.empty()) while (!bot.path.empty())
bot.path.pop(); bot.path.pop();
@ -39,16 +35,15 @@ void GameEngine::Reset()
graphics.SetShowGame(false); graphics.SetShowGame(false);
if (state.m_bSkipIterations) if (state.m_bSkipIterations)
graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0); graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
// TODO: Replace with value to force this effect
graphics.SetShowGame(true); graphics.SetShowGame(true);
} }
}
void GameEngine::Loop(void) void GameEngine::Loop(void) {
{
int currentScore = 0; int currentScore = 0;
while (graphics.IsOpen() || state.m_bNoDisplay) while (graphics.IsOpen() || state.m_bNoDisplay) {
{ if (state.m_bIsGameOver)
if (state.m_bIsGameOver) { Reset(); } Reset();
UpdatePlayerSpeed(); UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer()); PlaceNewSnakePart(MovePlayer());
RegenerateFood(); RegenerateFood();
@ -56,17 +51,14 @@ void GameEngine::Loop(void)
if (!state.m_bNoDisplay) if (!state.m_bNoDisplay)
graphics.DisplayGameState(gameBoard, currentScore); graphics.DisplayGameState(gameBoard, currentScore);
} }
return;
} }
sf::Vector2f GameEngine::MovePlayer(void) sf::Vector2f GameEngine::MovePlayer(void) {
{
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y); return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
} }
sf::Vector2f GameEngine::GetGameBoundaries(void) sf::Vector2f GameEngine::GetGameBoundaries(void) {
{
return graphics.gameBoundaries; return graphics.gameBoundaries;
} }
@ -97,12 +89,12 @@ sf::Vector2f GameEngine::GetFoodLocation(void) {
} }
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) { void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) { return; } if (!player.speed.x && !player.speed.y)
return;
try { try {
GameSpace* locationState = &gameBoard.at(location.y).at(location.x); GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
if (locationState->m_bSnake && (player.body.size() > 1)) { if (locationState->m_bSnake && (player.body.size() > 1))
state.m_bIsGameOver = true; // Game should end (Snake touching snake) state.m_bIsGameOver = true; // Game should end (Snake touching snake)
}
locationState->m_bSnake = true; locationState->m_bSnake = true;
player.body.push(locationState); player.body.push(locationState);
player.headLocation = location; player.headLocation = location;
@ -116,70 +108,70 @@ void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
} catch (const std::out_of_range& error) { } catch (const std::out_of_range& error) {
state.m_bIsGameOver = true; // Snake ran into edge state.m_bIsGameOver = true; // Snake ran into edge
} }
return;
} }
// Generates new food until not colliding with player // Generates new food until not colliding with player
void GameEngine::RegenerateFood() void GameEngine::RegenerateFood(void) {
{
// Generate a new food location if the current one is occupied // Generate a new food location if the current one is occupied
while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake) { while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake)
playerFood.GenerateNewFood(GetGameBoundaries()); playerFood.GenerateNewFood(GetGameBoundaries());
}
// Update the game board with the new food location // Update the game board with the new food location
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1; gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
} }
void GameEngine::PrepareGameBoard(void) void GameEngine::PrepareGameBoard(void) {
{ // Create empty game board
gameBoard.clear(); gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries(); sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x)); gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
// Snake setup // Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x); player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y); player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
{
GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x); GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
player.body.push(locationState); player.body.push(locationState);
locationState->m_bSnake = true; locationState->m_bSnake = true;
}
// Food setup // Food setup
playerFood.GenerateNewFood(boardDimensions); playerFood.GenerateNewFood(boardDimensions);
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true; gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
return; return;
} }
void GameEngine::UpdatePlayerSpeed(void) void GameEngine::UpdatePlayerSpeed(void) {
{
PlayerDirection controller; PlayerDirection controller;
if (state.m_bIsBotControlled) { if (state.m_bIsBotControlled) {
if (bot.path.empty()) { if (bot.path.empty())
bot.GetNewPath(); bot.GetNewPath();
}
controller = bot.GetInput(); controller = bot.GetInput();
} } else
else { controller = GetPlayerInput(); } controller = GetPlayerInput();
switch (controller) { switch (controller) {
case kUp: case kUp:
if (player.speed.y == kUnitSpeed) { break; } if (player.speed.y == kUnitSpeed)
break;
player.speed.x = 0; player.speed.x = 0;
player.speed.y = -kUnitSpeed; player.speed.y = -kUnitSpeed;
break; break;
case kLeft: case kLeft:
if (player.speed.x == kUnitSpeed) { break; } if (player.speed.x == kUnitSpeed)
break;
player.speed.x = -kUnitSpeed; player.speed.x = -kUnitSpeed;
player.speed.y = 0; player.speed.y = 0;
break; break;
case kRight: case kRight:
if (player.speed.x == -kUnitSpeed) { break; } if (player.speed.x == -kUnitSpeed)
break;
player.speed.x = kUnitSpeed; player.speed.x = kUnitSpeed;
player.speed.y = 0; player.speed.y = 0;
break; break;
case kDown: case kDown:
if (player.speed.y == -kUnitSpeed) { break; } if (player.speed.y == -kUnitSpeed)
break;
player.speed.x = 0; player.speed.x = 0;
player.speed.y = kUnitSpeed; player.speed.y = kUnitSpeed;
break; break;

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@ -11,10 +11,9 @@
const int kUnitSpeed = 1; const int kUnitSpeed = 1;
class GameEngine class GameEngine {
{
public: public:
GameEngine(); GameEngine(void);
void Start(void); void Start(void);
void Reset(void); void Reset(void);
sf::Vector2f GetGameBoundaries(void); sf::Vector2f GetGameBoundaries(void);
@ -43,7 +42,7 @@ private:
void PlaceNewSnakePart(sf::Vector2f location); void PlaceNewSnakePart(sf::Vector2f location);
void RegenerateFood(void); void RegenerateFood(void);
void PrepareGameBoard(void); void PrepareGameBoard(void);
void UpdatePlayerSpeed(); void UpdatePlayerSpeed(void);
}; };
inline std::unique_ptr<GameEngine> g_pEngine; inline std::unique_ptr<GameEngine> g_pEngine;

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@ -1,32 +1,28 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include <SFML/Window/Keyboard.hpp> #include <SFML/Window/Keyboard.hpp>
#include <iostream>
PlayerDirection GetPlayerInput(void) PlayerDirection GetPlayerInput(void) {
{ if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) ||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) (sf::Keyboard::isKeyPressed(sf::Keyboard::A)))
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A))
return kLeft; return kLeft;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) ||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::W)) (sf::Keyboard::isKeyPressed(sf::Keyboard::W)))
return kUp; return kUp;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) ||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::S)) (sf::Keyboard::isKeyPressed(sf::Keyboard::S)))
return kDown; return kDown;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) ||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::D)) (sf::Keyboard::isKeyPressed(sf::Keyboard::D)))
return kRight; return kRight;
return kNone; return kNone;
} }
bool PlayerOutput::IsOpen(void) bool PlayerOutput::IsOpen(void) {
{
return isWindowAlive; return isWindowAlive;
} }
PlayerOutput::PlayerOutput(void) PlayerOutput::PlayerOutput(void) {
{
float kWidth = 1025; float kWidth = 1025;
float kHeight = 725; float kHeight = 725;
float kBoardWidth = kWidth / kGridSize; float kBoardWidth = kWidth / kGridSize;
@ -37,26 +33,23 @@ PlayerOutput::PlayerOutput(void)
return; return;
} }
void PlayerOutput::CheckContinue() void PlayerOutput::CheckContinue(void) {
{
DisplayEndScreen(); DisplayEndScreen();
while (true) while (true) {
{
gameWindow.pollEvent(event); gameWindow.pollEvent(event);
if ((event.type == sf::Event::Closed) if ((event.type == sf::Event::Closed) ||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
{
gameWindow.close(); gameWindow.close();
isWindowAlive = false; isWindowAlive = false;
return; return;
} }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter))
return;
sf::sleep(delay); sf::sleep(delay);
} }
} }
void PlayerOutput::DisplayEndScreen(void) void PlayerOutput::DisplayEndScreen(void) {
{
gameWindow.clear(); gameWindow.clear();
sf::Vector2f textPosition(gameBoundaries); sf::Vector2f textPosition(gameBoundaries);
textPosition.x = textPosition.x / 2; textPosition.x = textPosition.x / 2;
@ -80,18 +73,14 @@ void PlayerOutput::DisplayScore(int score) {
sf::Text ScoreText(text, font); sf::Text ScoreText(text, font);
ScoreText.setPosition(textPosition); ScoreText.setPosition(textPosition);
gameWindow.draw(ScoreText); gameWindow.draw(ScoreText);
} }
void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score) void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score) {
{
CheckWindowEvents(); CheckWindowEvents();
if (delay == sf::milliseconds(0)) { return; } if (delay == sf::milliseconds(0)) { return; }
char* letterOnBoard; char* letterOnBoard;
for (float y = 0; y < gameBoundaries.y; y++) for (float y = 0; y < gameBoundaries.y; y++) {
{ for (float x = 0; x < gameBoundaries.x; x++) {
for (float x = 0; x < gameBoundaries.x; x++)
{
if (gameBoard.at(y).at(x).m_bSnake) if (gameBoard.at(y).at(x).m_bSnake)
DrawSnake(sf::Vector2f(x, y)); DrawSnake(sf::Vector2f(x, y));
else if (gameBoard.at(y).at(x).m_bFood) else if (gameBoard.at(y).at(x).m_bFood)
@ -106,25 +95,22 @@ void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameB
return; return;
} }
void PlayerOutput::StartGameWindow(void) void PlayerOutput::StartGameWindow(void) {
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus"); gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isWindowAlive = true; isWindowAlive = true;
return;
} }
void PlayerOutput::SetShowGame(bool isShowing) { void PlayerOutput::SetShowGame(bool isShowing) {
if (isShowing) { delay = sf::milliseconds(5); } if (isShowing)
else { delay = sf::milliseconds(0); } delay = sf::milliseconds(5);
return; else
delay = sf::milliseconds(0);
} }
void PlayerOutput::CheckWindowEvents(void) void PlayerOutput::CheckWindowEvents(void) {
{ while (gameWindow.pollEvent(event)) {
while (gameWindow.pollEvent(event)) if ((event.type == sf::Event::Closed) ||
{ (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
if ((event.type == sf::Event::Closed)
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
gameWindow.close(); gameWindow.close();
isWindowAlive = false; isWindowAlive = false;
} }
@ -139,29 +125,23 @@ void PlayerOutput::CheckWindowEvents(void)
} }
} }
void PlayerOutput::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);
drawObject.setFillColor(sf::Color::Black); drawObject.setFillColor(sf::Color::Black);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }
void PlayerOutput::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);
drawObject.setFillColor(sf::Color::Red); drawObject.setFillColor(sf::Color::Red);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }
void PlayerOutput::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);
drawObject.setFillColor(sf::Color::Green); drawObject.setFillColor(sf::Color::Green);
gameWindow.draw(drawObject); gameWindow.draw(drawObject);
return;
} }

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@ -8,13 +8,12 @@ const int kGridSize = 25;
PlayerDirection GetPlayerInput(void); PlayerDirection GetPlayerInput(void);
class PlayerOutput class PlayerOutput {
{
public: public:
sf::Vector2f gameBoundaries; sf::Vector2f gameBoundaries;
PlayerOutput(void); PlayerOutput(void);
bool IsOpen(void); bool IsOpen(void);
void CheckContinue(); void CheckContinue(void);
void DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score); void DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score);
void DisplayScore(int score); void DisplayScore(int score);
void StartGameWindow(void); void StartGameWindow(void);

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@ -4,24 +4,22 @@
#include "common.hpp" #include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
void Snake::Pop(void) void Snake::Pop(void) {
{
body.front()->m_bSnake = false; body.front()->m_bSnake = false;
body.pop(); body.pop();
return; return;
} }
void Snake::Reset(void) void Snake::Reset(void) {
{ while (!body.empty())
while (!body.empty()) Pop(); Pop();
speed.x = 0; speed.x = 0;
speed.y = 0; speed.y = 0;
return; return;
} }
// Returns a new food object for the snakeFood // Returns a new food object for the snakeFood
void Food::GenerateNewFood(sf::Vector2f boundaries) void Food::GenerateNewFood(sf::Vector2f boundaries) {
{
location.x = GenerateRandomNumber(boundaries.x); location.x = GenerateRandomNumber(boundaries.x);
location.y = GenerateRandomNumber(boundaries.y); location.y = GenerateRandomNumber(boundaries.y);
return; return;

View File

@ -6,8 +6,7 @@
#include <queue> #include <queue>
#include "common.hpp" #include "common.hpp"
struct Snake struct Snake {
{
public: public:
sf::Vector2f headLocation; sf::Vector2f headLocation;
sf::Vector2f speed; sf::Vector2f speed;
@ -16,8 +15,7 @@ public:
void Reset(void); void Reset(void);
}; };
struct Food struct Food {
{
public: public:
sf::Vector2f location; sf::Vector2f location;
void GenerateNewFood(sf::Vector2f boundaries); void GenerateNewFood(sf::Vector2f boundaries);