Fixed class organization

This commit is contained in:
TriantaTV 2023-03-17 20:13:50 -05:00
parent f317dc7a8c
commit 9082d7fdfd
14 changed files with 178 additions and 241 deletions

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@ -8,9 +8,7 @@ fresh: dirs compile link
compile:
g++ $(INC) $(STD) -c -o build/main.o src/main.cpp
g++ $(INC) $(STD) -c -o build/common.o src/common.cpp
g++ $(INC) $(STD) -c -o build/display.o src/display.cpp
g++ $(INC) $(STD) -c -o build/game.o src/game.cpp
g++ $(INC) $(STD) -c -o build/gamestate.o src/gamestate.cpp
g++ $(INC) $(STD) -c -o build/snake.o src/snake.cpp
g++ $(INC) $(STD) -c -o build/snakefood.o src/snakefood.cpp
@ -19,7 +17,7 @@ dirs:
mkdir bin build
link:
g++ build/*.o -o bin/SnakePlusPlus $(SFML)
g++ build/*.o -o bin/SnakePlusPlus.out $(SFML)
clean:
rm bin/*.o build/*.out
rm bin/*.out build/*.o

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@ -1,8 +1,6 @@
#ifndef COMMON_H
#define COMMON_H
#include <SFML/Graphics.hpp>
enum PlayerDirection
{
kLeft = 1,
@ -11,6 +9,4 @@ enum PlayerDirection
kRight = 4
};
bool GlobalCollision(sf::Vector2f object1Position, sf::Vector2f object2Position);
#endif

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@ -3,6 +3,8 @@
#include <SFML/Graphics.hpp>
const int kGridSize = 25;
class DisplayInterface
{
public:
@ -10,10 +12,10 @@ public:
DisplayInterface(void);
bool IsOpen(void);
protected:
bool isGameStillRunning;
virtual void DisplayGameState(void) = 0;
bool isWindowAlive;
virtual void DisplayGameState(std::vector< std::vector<char> >* gameBoard) = 0;
virtual void DisplayEndScreen(void) = 0;
virtual void StartGame(void) = 0;
virtual void StartGameWindow(void) = 0;
private:
;
};
@ -22,29 +24,34 @@ class CommandLine : public DisplayInterface
{
public:
CommandLine(void);
void DisplayGameState(void);
void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
void DisplayEndScreen(void);
void StartGame(void);
void StartGameWindow(void);
protected:
;
private:
const int kGridSize = 25;
;
};
class SFML : public DisplayInterface
{
public:
SFML(void);
void DisplayGameState(void);
void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
void DisplayEndScreen(void);
void StartGame(void);
void StartGameWindow(void);
void UpdateResolution(sf::Vector2i newResolution);
protected:
;
private:
void CheckWindowEvents(void);
void DrawEmpty(sf::Vector2f location);
void DrawFood(sf::Vector2f location);
void DrawSnake(sf::Vector2f location);
sf::Time delay;
sf::RenderWindow gameWindow;
sf::VideoMode gameVideoSettings;
sf::RectangleShape drawObject;
};
#endif

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@ -1,14 +0,0 @@
#ifndef GAME_H
#define GAME_H
class Game
{
public:
;
protected:
;
private:
;
};
#endif

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@ -5,22 +5,25 @@
#include <memory>
#include <SFML/Graphics.hpp>
#include "snake.h"
#include "snakefood.h"
#include "display.h"
class GameState
{
public:
std::vector< std::vector<char> > gameBoard;
bool useSFML = 1;
GameState();
void SetGameSettings(int argc, char* argv[]);
void StartGame(void);
sf::Vector2f GetGameBoundaries(void);
protected:
;
private:
std::vector< std::vector<char> > gameBoard;
std::unique_ptr<DisplayInterface> graphics;
SnakeFood playerFood;
Snake player;
SnakeFood playerFood;
bool useSFML = 1;
void ApplySettings(void);
void DisplayEndScreen(void);
void GetKeyboardInput(void);
bool PlayerWantsToContinue(void);

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@ -2,33 +2,24 @@
#ifndef SNAKE_H
#define SNAKE_H
#include <deque>
#include <queue>
#include <SFML/Graphics.hpp>
#include "snakefood.h"
class Snake
{
public:
bool gameFinished = false;
Snake(void);
void DisplaySnake(sf::RenderWindow& window);
sf::RectangleShape GetSnakeHead(void);
sf::Vector2f GetSnakeHeadPosition(void);
bool IsTouchingObject(sf::RectangleShape object);
void MoveSnake(SnakeFood* playerFood);
sf::Vector2f MoveSnake(void);
sf::Vector2f Pop(void);
void UpdateDirection(int newDirection);
protected:
;
private:
std::deque<sf::RectangleShape> snakeBody;
sf::Vector2f bodyPartSize;
std::queue<sf::Vector2f> snakeBody;
int snakeDirection = 0;
void AddBodyPart(sf::RectangleShape newBodyPart);
sf::Vector2f CalculateNewPosition(sf::Vector2f position);
bool CheckBoundaries(void);
void CreateHead(void);
bool IsSelfCollision(sf::RectangleShape testRectangle);
sf::Vector2f CalculateNewHead();
void CreateNewHead(sf::Vector2f);
};

View File

@ -9,14 +9,11 @@ class SnakeFood
{
public:
SnakeFood();
SnakeFood(sf::Vector2f snakeFoodSize);
void GenerateNewFood(sf::Vector2f windowSize);
sf::RectangleShape GetFoodObject(void);
sf::Vector2f GetFoodObjectPosition(void);
sf::Vector2f GenerateNewFood(sf::Vector2f boundaries);
protected:
;
private:
sf::RectangleShape snakeFoodObject;
sf::Vector2f location;
std::default_random_engine generator;
int GenerateRandomNumber(int generationLimit);
};

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

View File

@ -1,5 +1,5 @@
#include "common.h"
#include "display.h"
#include <iostream>
//#include <SFML/System.hpp>
DisplayInterface::DisplayInterface(void)
@ -9,7 +9,7 @@ DisplayInterface::DisplayInterface(void)
bool DisplayInterface::IsOpen(void)
{
return isGameStillRunning;
return isWindowAlive;
}
CommandLine::CommandLine(void)
@ -19,28 +19,34 @@ CommandLine::CommandLine(void)
return;
}
// TODO: Use cout for printing game to screen
void CommandLine::DisplayGameState(void)
void CommandLine::DisplayEndScreen(void)
{
;
}
void CommandLine::StartGame(void)
{
isGameStillRunning = true;
std::cout << "Game Over!" << std::endl;
return;
}
// TODO: Use cout for printing game to screen
void CommandLine::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
{
for (int i = 0; i < gameBoundaries.y; i++)
{
for (int j = 0; j < gameBoundaries.x; j++)
std::cout << gameBoard->at(i).at(j);
std::cout << std::endl;
}
}
void CommandLine::StartGameWindow(void)
{
isWindowAlive = true;
return;
}
// TODO: Setup making window
SFML::SFML(void)
{
delay = sf::milliseconds(75);
gameVideoSettings = sf::VideoMode(1025, 725);
return;
}
void SFML::DisplayGameState(void)
{
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
return;
}
@ -64,10 +70,32 @@ void SFML::DisplayEndScreen(void)
return;
}
void SFML::StartGame(void)
void SFML::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
{
CheckWindowEvents();
sf::Vector2i location(0,0);
char letterOnBoard;
for (; location.y < gameBoundaries.y; location.y++)
{
for (; location.x < gameBoundaries.x; location.x++)
{
letterOnBoard = gameBoard->at(location.y).at(location.y);
if (letterOnBoard == 'o')
DrawSnake(static_cast<sf::Vector2f>(location));
else if (letterOnBoard == 'x')
DrawFood(static_cast<sf::Vector2f>(location));
else
DrawEmpty(static_cast<sf::Vector2f>(location));
}
}
gameWindow.display();
return;
}
void SFML::StartGameWindow(void)
{
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
isGameStillRunning = true;
isWindowAlive = true;
return;
}
@ -80,3 +108,41 @@ void SFML::UpdateResolution(sf::Vector2i newResolution)
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
return;
}
void SFML::CheckWindowEvents(void)
{
sf::Event event;
while (gameWindow.pollEvent(event))
{
if ((event.type == sf::Event::Closed) ||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
gameWindow.close();
}
}
void SFML::DrawEmpty(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Black);
gameWindow.draw(drawObject);
return;
}
void SFML::DrawFood(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Red);
gameWindow.draw(drawObject);
return;
}
void SFML::DrawSnake(sf::Vector2f location)
{
location *= static_cast<float>(kGridSize);
drawObject.setPosition(location);
drawObject.setFillColor(sf::Color::Green);
gameWindow.draw(drawObject);
return;
}

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@ -1 +0,0 @@
#include "game.h"

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@ -1,4 +1,5 @@
// GameState.cpp
#include <string>
#include <SFML/Graphics.hpp>
#include "common.h"
#include "display.h"
@ -6,20 +7,36 @@
GameState::GameState()
{
if (useSFML)
graphics.reset(new SFML());
else
graphics.reset(new CommandLine());
return;
}
void GameState::SetGameSettings(int argc, char* argv[])
{
std::string convertedString;
for (int i = 0; i < argc; i++)
{
convertedString = argv[i];
if (convertedString == "--no-sfml")
useSFML = false;
}
}
void GameState::StartGame()
{
ApplySettings();
ResetGameBoard();
RunGameLoop();
return;
}
void GameState::ApplySettings(void)
{
if (useSFML)
graphics.reset(new SFML());
else
graphics.reset(new CommandLine());
}
// TODO: Reimplement for DisplayInterface
void GameState::DisplayEndScreen(void)
{
@ -32,24 +49,16 @@ sf::Vector2f GameState::GetGameBoundaries(void)
return graphics->gameBoundaries;
}
// TODO: Reimplement for DisplayInterface
void GameState::GetKeyboardInput(void)
{
// sf::Event event;
// while (gameWindow.pollEvent(event))
// {
// if ((event.type == SFML:Event::Closed) ||
// (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
// gameWindow.close();
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
// player.UpdateDirection(kLeft);
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
// player.UpdateDirection(kUp);
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
// player.UpdateDirection(kDown);
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
// player.UpdateDirection(kRight);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
player.UpdateDirection(kLeft);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
player.UpdateDirection(kUp);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
player.UpdateDirection(kDown);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
player.UpdateDirection(kRight);
return;
}
@ -75,9 +84,12 @@ bool GameState::PlayerWantsToContinue(void)
// Generates new food until not colliding with player
void GameState::RegenerateFood(void)
{
// Keep making new food until generating a valid spot
while (player.IsTouchingObject(playerFood.GetFoodObject()))
sf::Vector2f newLocation;
playerFood.GenerateNewFood(GetGameBoundaries());
// Keep making new food until generating a valid spot
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'o')
playerFood.GenerateNewFood(GetGameBoundaries());
gameBoard.at(newLocation.y).at(newLocation.x) = 'x';
return;
}
@ -97,7 +109,7 @@ void GameState::RunGameLoop(void)
while (graphics->IsOpen())
{
GetKeyboardInput();
player.MoveSnake(&playerFood);
player.MoveSnake();
RegenerateFood();
RenderWindow();
}

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@ -1,7 +1,8 @@
#include "gamestate.h"
int main()
int main(int argc, char *argv[])
{
GameState game;
game.SetGameSettings(argc, argv);
game.StartGame();
}

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@ -1,82 +1,32 @@
// Snake.cpp
#include <iostream>
#include <queue>
#include <SFML/Graphics.hpp>
#include "common.h"
#include "snake.h"
#include "snakefood.h"
// General constructor for snake class
Snake::Snake(void)
{
bodyPartSize = sf::Vector2f(kGridSize, kGridSize);
CreateHead();
CreateNewHead(sf::Vector2f(4,5));
return;
}
// Iterate through snake deque and draw to window
void Snake::DisplaySnake(sf::RenderWindow& window)
{
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
window.draw(*snakeBodyPart);
return;
}
// Return the RectangleShape head of snake
sf::RectangleShape Snake::GetSnakeHead(void)
{
sf::RectangleShape head;
head = snakeBody.front();
return head;
}
// Return the Vector2f head of snake
sf::Vector2f Snake::GetSnakeHeadPosition(void)
{
sf::Vector2f position;
position = snakeBody.front().getPosition();
return position;
}
// Checks if snake position matches object position
bool Snake::IsTouchingObject(sf::RectangleShape object)
{
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
{
if ((*snakeBodyPart).getPosition().x != object.getPosition().x)
continue;
if ((*snakeBodyPart).getPosition().y != object.getPosition().y)
continue;
return true;
}
return false;
}
// Move snake based on direction and check for collision
void Snake::MoveSnake(SnakeFood* snakeFood)
sf::Vector2f Snake::MoveSnake(void)
{
// TODO: Add losing on wall collision
if (CheckBoundaries()) // Wall collision
{
gameFinished = true;
return;
}
sf::Vector2f newHeadPosition;
newHeadPosition = CalculateNewPosition(GetSnakeHeadPosition());
sf::RectangleShape newBodyPart(sf::Vector2f(kGridSize, kGridSize));
newBodyPart.setPosition(newHeadPosition);
// TODO: Add losing on self collision
if (IsSelfCollision(newBodyPart) && (snakeBody.size() > 1)) // Snake collision
{
gameFinished = true;
return;
}
if (IsSelfCollision(newBodyPart))
return;
AddBodyPart(newBodyPart);
if (!GlobalCollision(GetSnakeHeadPosition(), snakeFood->GetFoodObjectPosition()))
snakeBody.pop_back();
return;
newHeadPosition = CalculateNewHead();
CreateNewHead(newHeadPosition);
return newHeadPosition;
}
// Removes tail of snake
// Returns the location of the tail
sf::Vector2f Snake::Pop(void)
{
sf::Vector2f tailLocation = snakeBody.front();
snakeBody.pop();
return tailLocation;
}
void Snake::UpdateDirection(int newDirection)
@ -85,55 +35,22 @@ void Snake::UpdateDirection(int newDirection)
return;
}
void Snake::AddBodyPart(sf::RectangleShape newBodyPart)
{
newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_front(newBodyPart);
}
// Get a new coordinate position based on snake direction
sf::Vector2f Snake::CalculateNewPosition(sf::Vector2f position)
sf::Vector2f Snake::CalculateNewHead(void)
{
if (snakeDirection == 0)
return position;
sf::Vector2f position = snakeBody.back();
if (snakeDirection == kLeft)
position.x -= kGridSize;
position.x -= 1;
if (snakeDirection == kUp)
position.y -= kGridSize;
position.y -= 1;
if (snakeDirection == kDown)
position.y += kGridSize;
position.y += 1;
if (snakeDirection == kRight)
position.x += kGridSize;
return position;
position.x += 1;
}
// Check snake head for running into boundaries
bool Snake::CheckBoundaries(void)
void Snake::CreateNewHead(sf::Vector2f headLocation)
{
if (snakeBody.front().getPosition().x == 0 && snakeDirection == kLeft)
return true;
if (snakeBody.front().getPosition().y == 0 && snakeDirection == kUp)
return true;
// TODO: Change boundaries to not be hard-coded
if (snakeBody.front().getPosition().y > 675 && snakeDirection == kDown)
return true;
if (snakeBody.front().getPosition().x > 975 && snakeDirection == kRight)
return true;
return false;
}
void Snake::CreateHead(void)
{
sf::RectangleShape newBodyPart(bodyPartSize);
newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_front(newBodyPart);
}
// Test for snake self collision
bool Snake::IsSelfCollision(sf::RectangleShape testRectangle)
{
for (auto snakeBodyPart = snakeBody.cbegin(); snakeBodyPart != snakeBody.cend(); ++snakeBodyPart)
if (GlobalCollision(testRectangle.getPosition(), (*snakeBodyPart).getPosition()))
return true;
return false;
snakeBody.push(headLocation);
return;
}

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@ -1,42 +1,18 @@
// SnakeFood.cpp
#include <iostream>
#include <SFML/Graphics.hpp>
#include "common.h"
#include "snakefood.h"
SnakeFood::SnakeFood()
{
snakeFoodObject.setSize(sf::Vector2f(kGridSize, kGridSize));
snakeFoodObject.setFillColor(sf::Color::Red);
return;
}
SnakeFood::SnakeFood(sf::Vector2f snakeFoodSize)
{
snakeFoodObject.setSize(snakeFoodSize);
snakeFoodObject.setFillColor(sf::Color::Red);
return;
}
// Returns a new food object for the snakeFood
void SnakeFood::GenerateNewFood(sf::Vector2f windowSize)
sf::Vector2f SnakeFood::GenerateNewFood(sf::Vector2f boundaries)
{
sf::Vector2f newPosition;
newPosition.x = GenerateRandomNumber(windowSize.x);
newPosition.y = GenerateRandomNumber(windowSize.y);
snakeFoodObject.setPosition(newPosition);
return;
}
sf::RectangleShape SnakeFood::GetFoodObject(void)
{
return snakeFoodObject;
}
sf::Vector2f SnakeFood::GetFoodObjectPosition(void)
{
return snakeFoodObject.getPosition();
location.x = GenerateRandomNumber(boundaries.x);
location.y = GenerateRandomNumber(boundaries.y);
return location;
}
// Returns a newly generated number
@ -45,6 +21,5 @@ int SnakeFood::GenerateRandomNumber(int generationLimit)
int generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit);
generatedNumber = distribution(generator);
generatedNumber -= (generatedNumber % kGridSize);
return generatedNumber;
}