core: formatting cleanup
This commit is contained in:
parent
01f24e4ebb
commit
677466d99e
@ -13,72 +13,76 @@ AISnake::AISnake(void) {
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;
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}
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PlayerDirection AISnake::GetInput(void)
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{
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PlayerDirection AISnake::GetInput(void) {
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sf::Vector2f source(g_pEngine->GetHeadLocation());
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//if (g_pEngine->state.m_bSmart && path.empty())
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// return CurrentBestDecision();
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sf::Vector2f directionDelta;
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while (source == path.top() && !path.empty()) { path.pop(); }
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if (path.empty()) { path.push(GetAnyOpenPath()); }
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while (source == path.top() && !path.empty())
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path.pop();
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if (path.empty())
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path.push(GetAnyOpenPath());
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directionDelta = source - path.top();
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path.pop();
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if ((directionDelta.y == 1)
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&& (lastKnownDirection != kDown))
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{ lastKnownDirection = kUp; }
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else if ((directionDelta.y == -1)
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&& (lastKnownDirection != kUp))
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{ lastKnownDirection = kDown; }
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else if ((directionDelta.x == 1)
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&& (lastKnownDirection != kRight))
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{ lastKnownDirection = kLeft; }
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else if ((directionDelta.x == -1)
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&& (lastKnownDirection != kLeft))
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{ lastKnownDirection = kRight; }
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if ((directionDelta.y == 1) && (lastKnownDirection != kDown))
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lastKnownDirection = kUp;
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else if ((directionDelta.y == -1) && (lastKnownDirection != kUp))
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lastKnownDirection = kDown;
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else if ((directionDelta.x == 1) && (lastKnownDirection != kRight))
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lastKnownDirection = kLeft;
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else if ((directionDelta.x == -1) && (lastKnownDirection != kLeft))
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lastKnownDirection = kRight;
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return lastKnownDirection;
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}
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void AISnake::UpdateProbability(int snakeSize)
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{
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void AISnake::UpdateProbability(int snakeSize) {
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probabilityBFS = 1 - ((double) snakeSize) / 1000;
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return;
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}
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void AISnake::AdjustProbability(double amount)
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{
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void AISnake::AdjustProbability(double amount) {
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probabilityBFS += amount;
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if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
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if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
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if (probabilityBFS > 1.0)
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probabilityBFS = 1.0;
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if (probabilityBFS < 0.0)
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probabilityBFS = 0.0;
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return;
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}
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void AISnake::AddIteration(const int size)
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{
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if (size > 40)
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{
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void AISnake::AddIteration(const int size) {
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if (size > 40) {
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UpdateAverage(size);
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double adjustmentAmount = 0.002;
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if (average > size) { AdjustProbability(adjustmentAmount); }
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else { AdjustProbability(-adjustmentAmount); }
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if (average > size)
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AdjustProbability(adjustmentAmount);
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else
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AdjustProbability(-adjustmentAmount);
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}
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std::cout << "[LOG - AI] Current average: " << average << std::endl;
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std::cout << "[LOG - AI] Previous iteration size: " << size << std::endl;
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}
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void AISnake::ResetPath(void) {
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while (!path.empty()) { path.pop(); }
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while (!path.empty())
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path.pop();
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}
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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void AISnake::GetNewPath(void)
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{
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void AISnake::GetNewPath(void) {
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// Search for food
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// Probability-based approach for fun
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double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
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if (roll <= probabilityBFS) { BFS(); }
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else { DFS(); }
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if (roll <= probabilityBFS)
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BFS();
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else
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DFS();
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UnvisitBoard();
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if (pathFailed) {
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pathFailed = false;
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EmptyPath();
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@ -3,14 +3,13 @@
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#include "common.hpp"
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std::default_random_engine generator;
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void InitializeGenerator(void)
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{
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void InitializeGenerator(void) {
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generator.seed(std::random_device{}());
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}
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// Returns a newly generated number
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int GenerateRandomNumber(int generationLimit)
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{
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int GenerateRandomNumber(int generationLimit) {
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int generatedNumber;
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std::uniform_int_distribution<> distribution(0, generationLimit - 1);
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generatedNumber = distribution(generator);
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@ -4,8 +4,7 @@
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void InitializeGenerator(void);
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int GenerateRandomNumber(int generationLimit);
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enum PlayerDirection
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{
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enum PlayerDirection {
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kNone = 0,
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kLeft = 1,
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kUp = 2,
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@ -14,7 +13,7 @@ enum PlayerDirection
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};
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struct GameSpace {
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GameSpace();
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GameSpace(void);
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unsigned char m_bFood : 1 = 0;
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unsigned char m_bSnake : 1 = 0;
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unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS
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@ -6,23 +6,18 @@
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#include "playerinterface.hpp"
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#include "gamestate.hpp"
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GameEngine::GameEngine()
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{
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GameEngine::GameEngine(void) {
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InitializeGenerator();
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return;
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}
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void GameEngine::Start()
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{
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void GameEngine::Start(void) {
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PrepareGameBoard();
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if (!state.m_bNoDisplay)
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graphics.StartGameWindow();
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Loop();
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return;
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}
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void GameEngine::Reset()
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{
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void GameEngine::Reset(void) {
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if (!state.m_bIsBotControlled)
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graphics.CheckContinue();
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else
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@ -30,25 +25,25 @@ void GameEngine::Reset()
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player.Reset();
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PrepareGameBoard();
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state.m_bIsGameOver = false;
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if (state.m_bIsBotControlled) {
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if (!state.m_bSmart) {
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while (!bot.path.empty())
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bot.path.pop();
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}
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if (state.m_bNoDisplay)
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graphics.SetShowGame(false);
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if (state.m_bSkipIterations)
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graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
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graphics.SetShowGame(true);
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if (!state.m_bIsBotControlled)
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return;
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if (!state.m_bSmart) {
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while (!bot.path.empty())
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bot.path.pop();
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}
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if (state.m_bNoDisplay)
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graphics.SetShowGame(false);
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if (state.m_bSkipIterations)
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graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
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// TODO: Replace with value to force this effect
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graphics.SetShowGame(true);
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}
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void GameEngine::Loop(void)
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{
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void GameEngine::Loop(void) {
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int currentScore = 0;
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while (graphics.IsOpen() || state.m_bNoDisplay)
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{
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if (state.m_bIsGameOver) { Reset(); }
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while (graphics.IsOpen() || state.m_bNoDisplay) {
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if (state.m_bIsGameOver)
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Reset();
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UpdatePlayerSpeed();
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PlaceNewSnakePart(MovePlayer());
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RegenerateFood();
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@ -56,17 +51,14 @@ void GameEngine::Loop(void)
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if (!state.m_bNoDisplay)
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graphics.DisplayGameState(gameBoard, currentScore);
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}
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return;
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}
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sf::Vector2f GameEngine::MovePlayer(void)
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{
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sf::Vector2f GameEngine::MovePlayer(void) {
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return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
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}
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sf::Vector2f GameEngine::GetGameBoundaries(void)
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{
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sf::Vector2f GameEngine::GetGameBoundaries(void) {
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return graphics.gameBoundaries;
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}
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@ -97,12 +89,12 @@ sf::Vector2f GameEngine::GetFoodLocation(void) {
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}
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void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
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if (!player.speed.x && !player.speed.y) { return; }
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if (!player.speed.x && !player.speed.y)
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return;
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try {
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GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
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if (locationState->m_bSnake && (player.body.size() > 1)) {
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if (locationState->m_bSnake && (player.body.size() > 1))
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state.m_bIsGameOver = true; // Game should end (Snake touching snake)
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}
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locationState->m_bSnake = true;
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player.body.push(locationState);
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player.headLocation = location;
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@ -116,70 +108,70 @@ void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
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} catch (const std::out_of_range& error) {
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state.m_bIsGameOver = true; // Snake ran into edge
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}
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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 GameEngine::RegenerateFood()
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{
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void GameEngine::RegenerateFood(void) {
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// Generate a new food location if the current one is occupied
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while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake) {
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while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake)
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playerFood.GenerateNewFood(GetGameBoundaries());
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}
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// Update the game board with the new food location
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gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
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}
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void GameEngine::PrepareGameBoard(void)
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{
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void GameEngine::PrepareGameBoard(void) {
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// Create empty game board
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gameBoard.clear();
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sf::Vector2f boardDimensions = GetGameBoundaries();
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gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
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// Snake setup
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player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
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player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
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{
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GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
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player.body.push(locationState);
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locationState->m_bSnake = true;
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}
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GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
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player.body.push(locationState);
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locationState->m_bSnake = true;
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// Food setup
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playerFood.GenerateNewFood(boardDimensions);
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gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
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return;
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}
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void GameEngine::UpdatePlayerSpeed(void)
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{
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void GameEngine::UpdatePlayerSpeed(void) {
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PlayerDirection controller;
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if (state.m_bIsBotControlled) {
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if (bot.path.empty()) {
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if (bot.path.empty())
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bot.GetNewPath();
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}
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controller = bot.GetInput();
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}
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else { controller = GetPlayerInput(); }
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} else
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controller = GetPlayerInput();
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switch (controller) {
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case kUp:
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if (player.speed.y == kUnitSpeed) { break; }
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if (player.speed.y == kUnitSpeed)
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break;
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player.speed.x = 0;
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player.speed.y = -kUnitSpeed;
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break;
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case kLeft:
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if (player.speed.x == kUnitSpeed) { break; }
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if (player.speed.x == kUnitSpeed)
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break;
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player.speed.x = -kUnitSpeed;
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player.speed.y = 0;
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break;
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case kRight:
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if (player.speed.x == -kUnitSpeed) { break; }
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if (player.speed.x == -kUnitSpeed)
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break;
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player.speed.x = kUnitSpeed;
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player.speed.y = 0;
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break;
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case kDown:
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if (player.speed.y == -kUnitSpeed) { break; }
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if (player.speed.y == -kUnitSpeed)
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break;
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player.speed.x = 0;
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player.speed.y = kUnitSpeed;
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break;
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@ -11,10 +11,9 @@
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const int kUnitSpeed = 1;
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class GameEngine
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{
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class GameEngine {
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public:
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GameEngine();
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GameEngine(void);
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void Start(void);
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void Reset(void);
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sf::Vector2f GetGameBoundaries(void);
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@ -43,7 +42,7 @@ private:
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void PlaceNewSnakePart(sf::Vector2f location);
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void RegenerateFood(void);
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void PrepareGameBoard(void);
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void UpdatePlayerSpeed();
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void UpdatePlayerSpeed(void);
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};
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inline std::unique_ptr<GameEngine> g_pEngine;
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@ -1,32 +1,28 @@
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#include "playerinterface.hpp"
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <iostream>
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PlayerDirection GetPlayerInput(void)
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{
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)
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|| sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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PlayerDirection GetPlayerInput(void) {
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) ||
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(sf::Keyboard::isKeyPressed(sf::Keyboard::A)))
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return kLeft;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
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|| sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) ||
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(sf::Keyboard::isKeyPressed(sf::Keyboard::W)))
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return kUp;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
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|| sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) ||
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(sf::Keyboard::isKeyPressed(sf::Keyboard::S)))
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return kDown;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
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|| sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) ||
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(sf::Keyboard::isKeyPressed(sf::Keyboard::D)))
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return kRight;
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return kNone;
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}
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bool PlayerOutput::IsOpen(void)
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{
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bool PlayerOutput::IsOpen(void) {
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return isWindowAlive;
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}
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PlayerOutput::PlayerOutput(void)
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{
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PlayerOutput::PlayerOutput(void) {
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float kWidth = 1025;
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float kHeight = 725;
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float kBoardWidth = kWidth / kGridSize;
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@ -37,26 +33,23 @@ PlayerOutput::PlayerOutput(void)
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return;
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}
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void PlayerOutput::CheckContinue()
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{
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void PlayerOutput::CheckContinue(void) {
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DisplayEndScreen();
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while (true)
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{
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while (true) {
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gameWindow.pollEvent(event);
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if ((event.type == sf::Event::Closed)
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|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
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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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isWindowAlive = false;
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return;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter))
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return;
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sf::sleep(delay);
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}
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}
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void PlayerOutput::DisplayEndScreen(void)
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{
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void PlayerOutput::DisplayEndScreen(void) {
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gameWindow.clear();
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sf::Vector2f textPosition(gameBoundaries);
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textPosition.x = textPosition.x / 2;
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@ -80,24 +73,20 @@ void PlayerOutput::DisplayScore(int score) {
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sf::Text ScoreText(text, font);
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ScoreText.setPosition(textPosition);
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gameWindow.draw(ScoreText);
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}
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void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score)
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{
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void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score) {
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CheckWindowEvents();
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if (delay == sf::milliseconds(0)) { return; }
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char* letterOnBoard;
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for (float y = 0; y < gameBoundaries.y; y++)
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{
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for (float x = 0; x < gameBoundaries.x; x++)
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{
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for (float y = 0; y < gameBoundaries.y; y++) {
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for (float x = 0; x < gameBoundaries.x; x++) {
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if (gameBoard.at(y).at(x).m_bSnake)
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DrawSnake(sf::Vector2f(x, y));
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DrawSnake(sf::Vector2f(x, y));
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else if (gameBoard.at(y).at(x).m_bFood)
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DrawFood(sf::Vector2f(x,y));
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DrawFood(sf::Vector2f(x,y));
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else
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DrawEmpty(sf::Vector2f(x,y));
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DrawEmpty(sf::Vector2f(x,y));
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}
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}
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DisplayScore(score);
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@ -106,25 +95,22 @@ void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameB
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return;
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}
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|
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void PlayerOutput::StartGameWindow(void)
|
||||
{
|
||||
void PlayerOutput::StartGameWindow(void) {
|
||||
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
|
||||
isWindowAlive = true;
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::SetShowGame(bool isShowing) {
|
||||
if (isShowing) { delay = sf::milliseconds(5); }
|
||||
else { delay = sf::milliseconds(0); }
|
||||
return;
|
||||
if (isShowing)
|
||||
delay = sf::milliseconds(5);
|
||||
else
|
||||
delay = sf::milliseconds(0);
|
||||
}
|
||||
|
||||
void PlayerOutput::CheckWindowEvents(void)
|
||||
{
|
||||
while (gameWindow.pollEvent(event))
|
||||
{
|
||||
if ((event.type == sf::Event::Closed)
|
||||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
|
||||
void PlayerOutput::CheckWindowEvents(void) {
|
||||
while (gameWindow.pollEvent(event)) {
|
||||
if ((event.type == sf::Event::Closed) ||
|
||||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))) {
|
||||
gameWindow.close();
|
||||
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);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Black);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawFood(sf::Vector2f location)
|
||||
{
|
||||
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)
|
||||
{
|
||||
void PlayerOutput::DrawSnake(sf::Vector2f location) {
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Green);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
@ -8,13 +8,12 @@ const int kGridSize = 25;
|
||||
|
||||
PlayerDirection GetPlayerInput(void);
|
||||
|
||||
class PlayerOutput
|
||||
{
|
||||
class PlayerOutput {
|
||||
public:
|
||||
sf::Vector2f gameBoundaries;
|
||||
PlayerOutput(void);
|
||||
bool IsOpen(void);
|
||||
void CheckContinue();
|
||||
void CheckContinue(void);
|
||||
void DisplayGameState(std::vector< std::vector<GameSpace> >& gameBoard, int score);
|
||||
void DisplayScore(int score);
|
||||
void StartGameWindow(void);
|
||||
|
@ -4,24 +4,22 @@
|
||||
#include "common.hpp"
|
||||
#include "snake.hpp"
|
||||
|
||||
void Snake::Pop(void)
|
||||
{
|
||||
void Snake::Pop(void) {
|
||||
body.front()->m_bSnake = false;
|
||||
body.pop();
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::Reset(void)
|
||||
{
|
||||
while (!body.empty()) Pop();
|
||||
void Snake::Reset(void) {
|
||||
while (!body.empty())
|
||||
Pop();
|
||||
speed.x = 0;
|
||||
speed.y = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// 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.y = GenerateRandomNumber(boundaries.y);
|
||||
return;
|
||||
|
@ -6,8 +6,7 @@
|
||||
#include <queue>
|
||||
#include "common.hpp"
|
||||
|
||||
struct Snake
|
||||
{
|
||||
struct Snake {
|
||||
public:
|
||||
sf::Vector2f headLocation;
|
||||
sf::Vector2f speed;
|
||||
@ -16,8 +15,7 @@ public:
|
||||
void Reset(void);
|
||||
};
|
||||
|
||||
struct Food
|
||||
{
|
||||
struct Food {
|
||||
public:
|
||||
sf::Vector2f location;
|
||||
void GenerateNewFood(sf::Vector2f boundaries);
|
||||
|
Loading…
Reference in New Issue
Block a user