core: fix various bugs and simplify things
This commit is contained in:
parent
ccf5843e61
commit
722970eb12
@ -1,5 +1,6 @@
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#include "botinterface.hpp"
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#include "common.hpp"
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#include "gamestate.hpp"
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#include <array>
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#include <cstdlib>
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#include <iostream>
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@ -15,9 +16,14 @@ AISnake::AISnake() {
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
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{
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// TODO: Figure out why bot is suddenly going rogue
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sf::Vector2f directionDelta;
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if (*source == path.top()) { path.pop(); }
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if (path.empty()) { return kUp; } // Snake is trapped
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if (!source) {
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std::cout << "[ERROR - AI] Source was borked, bailing" << std::endl;
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return kUp;
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}
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while (*source == path.top() && !path.empty()) { path.pop(); }
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if (path.empty()) { path.push(GetAnyOpenPath(*source)); }
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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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@ -46,30 +52,158 @@ 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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std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl;
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std::cout << "[Info - AI] New BFS probability: " << probabilityBFS << std::endl;
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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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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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}
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std::cout << "[Info - AI] Current average: " << average << std::endl;
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std::cout << "[Info - 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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}
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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(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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void AISnake::GetNewPath(const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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{
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// Search for food
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/*
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BFS(gameBoard, source, boundaries);
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if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
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while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
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DFS(gameBoard, source, boundaries);
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while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
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}
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*/
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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(gameBoard, source, boundaries); }
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else { DFS(gameBoard, source, boundaries); }
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if (roll <= probabilityBFS) { BFS(source, boundaries); }
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else { DFS(source, boundaries); }
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UnvisitBoard();
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// Create path for food
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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TrimPath();
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}
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void AISnake::BFS(const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::queue<sf::Vector2f> search;
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.front();
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search.pop();
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if (foodFound) { break; }
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if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited) { continue; }
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (sf::Vector2f nearby : localLocations) {
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try {
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bFood) {
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botPathUnsanitized.push(nearby);
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foodFound = true;
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break;
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}
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bVisited)
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continue;
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bSnake)
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continue;
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search.push(nearby);
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
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}
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}
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void AISnake::DFS(const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::stack<sf::Vector2f> search;
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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if (foodFound) { break; }
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if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited) { continue; }
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if (g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bFood) { foodFound = true; }
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations.at(0).y += 1;
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localLocations.at(1).x += 1;
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localLocations.at(2).y -= 1;
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localLocations.at(3).x -= 1;
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for (sf::Vector2f nearby : localLocations) {
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try {
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bFood) {
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botPathUnsanitized.push(nearby);
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foodFound = true;
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std::cout << "[TRACE - AI] Found food, breaking..." << std::endl;
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break;
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}
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bVisited)
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continue;
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if (g_pEngine->gameBoard.at(nearby.y).at(nearby.x).m_bSnake)
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continue;
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search.push(nearby);
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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g_pEngine->gameBoard.at(currentLocation.y).at(currentLocation.x).m_bVisited = true;
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}
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}
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sf::Vector2f AISnake::GetAnyOpenPath(const sf::Vector2f& source) {
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sf::Vector2f bail;
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sf::Vector2f paths[4];
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paths[0] = source;
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paths[0].x -= 1;
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paths[1] = source;
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paths[1].x += 1;
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paths[2] = source;
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paths[2].y -= 1;
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paths[3] = source;
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paths[3].y += 1;
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for (auto path : paths) {
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try {
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if (g_pEngine->gameBoard.at(path.y).at(path.x).m_bSnake) {
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bail = path;
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continue;
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}
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return path;
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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return bail; // Snake is trapped, give up and die
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}
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void AISnake::UnvisitBoard(void) {
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for (auto i : g_pEngine->gameBoard)
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for (auto j : i)
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j.m_bVisited = false;
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}
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void AISnake::UpdateAverage(const int size) {
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totalLength += size;
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amountPlayed += 1;
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average = (double)totalLength / amountPlayed;
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}
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void AISnake::TrimPath(void) {
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while (!botPathUnsanitized.empty()) {
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sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
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int delta = abs(deltaVector.x) + abs(deltaVector.y);
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@ -79,99 +213,3 @@ void AISnake::GetNewPath(const std::vector< std::vector<GameSpace> >& gameBoard,
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botPathUnsanitized.pop();
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}
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}
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void AISnake::BFS(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::queue<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.front();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x).m_bFood) {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x).m_bFood) {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x).m_bFood)
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&& (gameBoard.at(newLocation.y).at(newLocation.x).m_bSnake)) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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void AISnake::DFS(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::stack<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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if (foodFound) { break; }
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if (visited[currentLocation.y][currentLocation.x]) { continue; }
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if (gameBoard[currentLocation.y][currentLocation.x].m_bFood) {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x).m_bFood) {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if (newLocation.x < 1 || newLocation.y < 1
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|| newLocation.x > boundaries.x - 2
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|| newLocation.y > boundaries.y - 2) {
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continue;
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}
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& !(gameBoard.at(newLocation.y).at(newLocation.x).m_bFood)
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&& !(gameBoard.at(newLocation.y).at(newLocation.x).m_bSnake)) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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@ -3,22 +3,30 @@
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#include "common.hpp"
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#include <stack>
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#include <vector>
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#include <SFML/System/Vector2.hpp>
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class AISnake {
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public:
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std::stack<sf::Vector2f> path;
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AISnake();
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void GetNewPath(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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void GetNewPath(const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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PlayerDirection GetInput(const sf::Vector2f* source);
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void UpdateProbability(int snakeSize);
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void AdjustProbability(double amount);
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void AddIteration(const int size);
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void ResetPath(void);
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int amountPlayed = 0;
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private:
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int totalLength = 0;
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double average = 0;
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double probabilityBFS = 0.500;
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<GameSpace> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void BFS(const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const sf::Vector2f& source, const sf::Vector2f& boundaries);
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sf::Vector2f GetAnyOpenPath(const sf::Vector2f& source);
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void UnvisitBoard(void);
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void UpdateAverage(const int size);
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void TrimPath(void);
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};
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#endif
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@ -18,6 +18,11 @@ int GenerateRandomNumber(int generationLimit)
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}
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GameSpace::GameSpace(void) {
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Reset();
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}
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void GameSpace::Reset(void) {
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m_bFood = 0;
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m_bSnake = 0;
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m_bVisited = 0;
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}
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@ -17,12 +17,13 @@ struct GameSpace {
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GameSpace();
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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 _2 : 1 = 0;
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unsigned char m_bVisited : 1 = 0; // Used for BFS/DFS
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unsigned char _3 : 1 = 0;
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unsigned char _4 : 1 = 0;
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unsigned char _5 : 1 = 0;
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unsigned char _6 : 1 = 0;
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unsigned char _7 : 1 = 0;
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void Reset(void);
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};
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#endif
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@ -1,5 +1,4 @@
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// GameState.cpp
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#include <iostream>
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#include <stdexcept>
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#include <SFML/Graphics.hpp>
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#include "botinterface.hpp"
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@ -24,7 +23,8 @@ void GameEngine::Start()
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void GameEngine::Reset()
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{
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AddIteration();
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graphics.CheckContinue(state.m_bIsBotControlled);
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bot.AddIteration(player.body.size());
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player.Reset();
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if (state.m_bIsBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } }
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PrepareGameBoard();
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@ -32,25 +32,10 @@ void GameEngine::Reset()
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if (state.m_bNoDisplay)
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graphics.SetShowGame(false);
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else
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graphics.SetShowGame((amountPlayed + 1) % 50 == 0);
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graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
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return;
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}
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void GameEngine::AddIteration(void)
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{
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graphics.CheckContinue(state.m_bIsBotControlled);
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if (player.body.size() > 40)
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{
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UpdateAverage();
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double adjustmentAmount = 0.002;
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if (average > player.body.size()) { bot.AdjustProbability(adjustmentAmount); }
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else { bot.AdjustProbability(-adjustmentAmount); }
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}
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std::cout << "[Info - GameEngine] Current average: " << average << std::endl;
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std::cout << "[Info - GameEngine] Previous iteration size: " << player.body.size() << std::endl;
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}
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void GameEngine::Loop(void)
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{
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int currentScore = 0;
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@ -61,7 +46,6 @@ void GameEngine::Loop(void)
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PlaceNewSnakePart(MovePlayer());
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RegenerateFood();
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currentScore = player.body.size() * 100;
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//bot.UpdateProbability(player.body.size());
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if (!state.m_bNoDisplay)
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graphics.DisplayGameState(gameBoard, currentScore);
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}
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@ -91,8 +75,11 @@ void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
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player.headLocation = location;
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if (playerFood.location != location)
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player.Pop();
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else
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else {
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locationState->m_bFood = false;
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if (state.m_bIsBotControlled)
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bot.ResetPath();
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}
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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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@ -104,12 +91,12 @@ void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
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void GameEngine::RegenerateFood()
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{
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// Generate a new food location if the current one is occupied
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while (gameBoard[playerFood.location.y][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[playerFood.location.y][playerFood.location.x].m_bFood = 1;
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
|
||||
}
|
||||
|
||||
|
||||
@ -122,13 +109,13 @@ void GameEngine::PrepareGameBoard(void)
|
||||
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
|
||||
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
|
||||
{
|
||||
GameSpace* locationState = &gameBoard[player.headLocation.y][player.headLocation.x];
|
||||
GameSpace* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
|
||||
player.body.push(locationState);
|
||||
locationState->m_bSnake = true;
|
||||
}
|
||||
// Food setup
|
||||
playerFood.GenerateNewFood(boardDimensions);
|
||||
gameBoard[playerFood.location.y][playerFood.location.x].m_bFood = true;
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -137,7 +124,7 @@ void GameEngine::UpdatePlayerSpeed(void)
|
||||
PlayerDirection controller;
|
||||
if (state.m_bIsBotControlled) {
|
||||
if (bot.path.empty()) {
|
||||
bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size());
|
||||
bot.GetNewPath(player.headLocation, GetGameBoundaries(), player.body.size());
|
||||
}
|
||||
controller = bot.GetInput(&player.headLocation);
|
||||
}
|
||||
@ -168,9 +155,3 @@ void GameEngine::UpdatePlayerSpeed(void)
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::UpdateAverage() {
|
||||
totalLength += player.body.size();
|
||||
amountPlayed += 1;
|
||||
average = (double)totalLength / amountPlayed;
|
||||
}
|
||||
|
@ -16,7 +16,6 @@ public:
|
||||
GameEngine();
|
||||
void Start(void);
|
||||
void Reset(void);
|
||||
void AddIteration(void);
|
||||
sf::Vector2f GetGameBoundaries(void);
|
||||
struct GameState {
|
||||
unsigned char m_bIsGameOver : 1 = 0;
|
||||
@ -28,8 +27,8 @@ public:
|
||||
unsigned char _6 : 1 = 0;
|
||||
unsigned char _7 : 1 = 0;
|
||||
} state;
|
||||
private:
|
||||
std::vector< std::vector<GameSpace> > gameBoard;
|
||||
private:
|
||||
PlayerOutput graphics;
|
||||
Snake player;
|
||||
Food playerFood;
|
||||
@ -40,10 +39,6 @@ private:
|
||||
void RegenerateFood(void);
|
||||
void PrepareGameBoard(void);
|
||||
void UpdatePlayerSpeed();
|
||||
void UpdateAverage();
|
||||
int totalLength = 0;
|
||||
int amountPlayed = 0;
|
||||
double average = 0;
|
||||
};
|
||||
|
||||
inline std::unique_ptr<GameEngine> g_pEngine;
|
||||
|
@ -10,6 +10,7 @@ int main(int argc, char* argv[])
|
||||
for (auto it = args.begin(); it != args.end(); it++) {
|
||||
if (it->compare("--no-gui") == 0) {
|
||||
g_pEngine->state.m_bNoDisplay = true;
|
||||
std::cout << "[LOG - Main] Disabling display" << std::endl;
|
||||
} else {
|
||||
std::cerr << "[ERROR] Argument option not found, exiting..." << std::endl;
|
||||
return 1;
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "playerinterface.hpp"
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/Window/Keyboard.hpp>
|
||||
#include <iostream>
|
||||
|
||||
PlayerDirection GetPlayerInput(void)
|
||||
{
|
||||
@ -92,9 +93,9 @@ void PlayerOutput::DisplayGameState(std::vector< std::vector<GameSpace> >& gameB
|
||||
{
|
||||
for (float x = 0; x < gameBoundaries.x; x++)
|
||||
{
|
||||
if (gameBoard[y][x].m_bSnake)
|
||||
if (gameBoard.at(y).at(x).m_bSnake)
|
||||
DrawSnake(sf::Vector2f(x, y));
|
||||
else if (gameBoard[y][x].m_bFood)
|
||||
else if (gameBoard.at(y).at(x).m_bFood)
|
||||
DrawFood(sf::Vector2f(x,y));
|
||||
else
|
||||
DrawEmpty(sf::Vector2f(x,y));
|
||||
|
Loading…
Reference in New Issue
Block a user