Doing too much at once. Need to fix branch
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3
Makefile
3
Makefile
@ -8,10 +8,9 @@ fresh: dirs compile link
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compile:
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g++ $(INC) $(STD) -c -o build/main.o src/main.cpp
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g++ $(INC) $(STD) -c -o build/display.o src/display.cpp
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g++ $(INC) $(STD) -c -o build/playerinterface.o src/playerinterface.cpp
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g++ $(INC) $(STD) -c -o build/gamestate.o src/gamestate.cpp
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g++ $(INC) $(STD) -c -o build/snake.o src/snake.cpp
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g++ $(INC) $(STD) -c -o build/snakefood.o src/snakefood.cpp
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dirs:
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mkdir bin build
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@ -1,8 +1,9 @@
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#ifndef COMMON_H
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#define COMMON_H
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#ifndef COMMON_HPP
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#define COMMON_HPP
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enum PlayerDirection
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{
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kNone = 0,
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kLeft = 1,
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kUp = 2,
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kDown = 3,
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@ -1,60 +0,0 @@
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#include <SFML/Graphics.hpp>
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const int kGridSize = 25;
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class DisplayInterface
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{
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public:
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sf::Vector2f gameBoundaries;
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DisplayInterface(void);
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bool IsOpen(void);
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virtual void CheckContinue(void) = 0;
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virtual void DisplayGameState(std::vector< std::vector<char> >* gameBoard) = 0;
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virtual void DisplayEndScreen(void) = 0;
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virtual void StartGameWindow(void) = 0;
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protected:
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bool isWindowAlive;
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sf::Time delay = sf::milliseconds(75);
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private:
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;
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};
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class CommandLine : public DisplayInterface
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{
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public:
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CommandLine(void);
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void CheckContinue(void);
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void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
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void DisplayEndScreen(void);
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void StartGameWindow(void);
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protected:
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;
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private:
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void Clear(void);
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};
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class SFML : public DisplayInterface
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{
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public:
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SFML(void);
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void CheckContinue(void);
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void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
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void DisplayEndScreen(void);
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void StartGameWindow(void);
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void UpdateResolution(sf::Vector2i newResolution);
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protected:
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;
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private:
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void CheckWindowEvents(void);
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void DrawEmpty(sf::Vector2f location);
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void DrawFood(sf::Vector2f location);
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void DrawSnake(sf::Vector2f location);
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sf::RenderWindow gameWindow;
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sf::VideoMode gameVideoSettings;
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sf::RectangleShape drawObject;
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};
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#endif
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@ -1,37 +0,0 @@
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// GameState.h
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#ifndef GAMESTATE_H
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#define GAMESTATE_H
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#include <memory>
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#include <SFML/Graphics.hpp>
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#include "snake.h"
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#include "snakefood.h"
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#include "display.h"
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class GameState
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{
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public:
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GameState();
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void SetGameSettings(int argc, char* argv[]);
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void StartGame(void);
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sf::Vector2f GetGameBoundaries(void);
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protected:
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;
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private:
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std::vector< std::vector<char> > gameBoard;
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std::unique_ptr<DisplayInterface> graphics;
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Snake player;
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SnakeFood playerFood;
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bool useSFML = 1;
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bool isGameOver = 0;
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void ApplySettings(void);
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void DisplayEndScreen(void);
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void GetKeyboardInput(void);
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void PlaceNewSnakePart(sf::Vector2f location);
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void PlayerWantsToContinue(void);
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void RegenerateFood(void);
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void ResetGameBoard(void);
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void RunGameLoop(void);
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};
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#endif
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40
include/gamestate.hpp
Executable file
40
include/gamestate.hpp
Executable file
@ -0,0 +1,40 @@
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// GameState.h
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#ifndef GAMESTATE_HPP
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#define GAMESTATE_HPP
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#include <memory>
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#include <SFML/Graphics.hpp>
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#include "snake.hpp"
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#include "playerinterface.hpp"
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namespace snakeplusplus
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{
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class GameEngine
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{
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public:
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GameEngine();
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void SetGameSettings(int argc, char* argv[]);
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void StartGame(void);
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sf::Vector2f GetGameBoundaries(void);
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protected:
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;
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private:
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std::vector< std::vector<char> > gameBoard;
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std::unique_ptr<DisplayInterface> graphics;
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Snake player;
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Food playerFood;
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Input playerInput;
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bool useSFML = 1;
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bool isGameOver = 0;
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void ApplySettings(void);
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void DisplayEndScreen(void);
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void GameLoop(void);
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void PlaceNewSnakePart(sf::Vector2f location);
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void PlayerWantsToContinue(void);
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void RegenerateFood(void);
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void ResetGameBoard(void);
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void RestartGame(void);
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};
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}
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#endif
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75
include/playerinterface.hpp
Executable file
75
include/playerinterface.hpp
Executable file
@ -0,0 +1,75 @@
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#ifndef PLAYERINTERFACE_HPP
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#define PLAYERINTERFACE_HPP
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#include "common.hpp"
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#include <SFML/Graphics.hpp>
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const int kGridSize = 25;
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namespace snakeplusplus
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{
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class Input
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{
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public:
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Input(void);
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PlayerDirection GetPlayerInput(void);
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protected:
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;
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private:
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PlayerDirection lastPlayerInput;
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};
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class DisplayInterface
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{
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public:
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sf::Vector2f gameBoundaries;
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DisplayInterface(void);
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bool IsOpen(void);
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virtual void CheckContinue(void) = 0;
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virtual void DisplayGameState(std::vector< std::vector<char> >* gameBoard) = 0;
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virtual void DisplayEndScreen(void) = 0;
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virtual void StartGameWindow(void) = 0;
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protected:
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bool isWindowAlive;
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sf::Time delay = sf::milliseconds(120);
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private:
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;
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};
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class CommandLine : public DisplayInterface
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{
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public:
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CommandLine(void);
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void CheckContinue(void);
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void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
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void DisplayEndScreen(void);
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void StartGameWindow(void);
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protected:
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;
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private:
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void Clear(void);
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};
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class SFML : public DisplayInterface
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{
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public:
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SFML(void);
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void CheckContinue(void);
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void DisplayGameState(std::vector< std::vector<char> >* gameBoard);
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void DisplayEndScreen(void);
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void StartGameWindow(void);
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void UpdateResolution(sf::Vector2i newResolution);
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protected:
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;
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private:
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void CheckWindowEvents(void);
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void DrawEmpty(sf::Vector2f location);
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void DrawFood(sf::Vector2f location);
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void DrawSnake(sf::Vector2f location);
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sf::RenderWindow gameWindow;
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sf::VideoMode gameVideoSettings;
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sf::RectangleShape drawObject;
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};
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}
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#endif
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@ -1,26 +0,0 @@
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// Snake.h
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#ifndef SNAKE_H
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#define SNAKE_H
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#include <queue>
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#include <SFML/Graphics.hpp>
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class Snake
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{
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public:
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Snake(void);
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sf::Vector2f MoveSnake(void);
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sf::Vector2f Pop(void);
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void UpdateDirection(int newDirection);
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protected:
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;
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private:
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std::queue<sf::Vector2f> snakeBody;
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int snakeDirection = 0;
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sf::Vector2f CalculateNewHead();
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void CreateNewHead(sf::Vector2f);
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};
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#endif
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include/snake.hpp
Executable file
51
include/snake.hpp
Executable file
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// Snake.h
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#ifndef SNAKE_HPP
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#define SNAKE_HPP
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#include <memory>
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#include <queue>
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#include <random>
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#include <SFML/Graphics.hpp>
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#include "common.hpp"
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namespace snakeplusplus
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{
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class Snake
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{
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public:
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Snake(void);
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PlayerDirection GetDirection(void);
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sf::Vector2f GetHeadLocation(void);
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sf::Vector2f Move(void);
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void Pop(void);
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sf::Vector2f Reset(void);
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void UpdateDirection(PlayerDirection newDirection);
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protected:
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;
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private:
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std::queue< std::shared_ptr<char> > snakeBody;
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PlayerDirection direction = kNone;
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sf::Vector2f headLocation;
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void MoveLeft(void);
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void MoveUp(void);
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void MoveDown(void);
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void MoveRight(void);
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};
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class Food
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{
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public:
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Food();
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void GenerateNewFood(sf::Vector2f boundaries);
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sf::Vector2f GetFoodLocation(void);
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protected:
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;
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private:
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std::shared_ptr<char> food;
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sf::Vector2f location;
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std::default_random_engine generator;
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int GenerateRandomNumber(int generationLimit);
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};
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}
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#endif
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// SnakeFood.h
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#ifndef SNAKEFOOD_H
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#define SNAKEFOOD_H
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#include <SFML/Graphics.hpp>
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#include <random>
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class SnakeFood
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{
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public:
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SnakeFood();
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void GenerateNewFood(sf::Vector2f boundaries);
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sf::Vector2f GetFoodLocation(void);
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protected:
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;
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private:
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sf::Vector2f location;
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std::default_random_engine generator;
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int GenerateRandomNumber(int generationLimit);
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};
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#endif
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188
src/display.cpp
188
src/display.cpp
@ -1,188 +0,0 @@
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#include "display.h"
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#include <iostream>
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//#include <SFML/System.hpp>
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DisplayInterface::DisplayInterface(void)
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{
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;
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}
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bool DisplayInterface::IsOpen(void)
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{
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return isWindowAlive;
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}
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CommandLine::CommandLine(void)
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{
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gameBoundaries.x = 1025 / kGridSize;
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gameBoundaries.y = 725 / kGridSize;
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return;
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}
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void CommandLine::CheckContinue(void)
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{
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int placeholder;
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std::cout << "Press enter to play again.";
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std::cin >> placeholder;
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return;
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}
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void CommandLine::DisplayEndScreen(void)
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{
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std::cout << "Game Over!" << std::endl;
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return;
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}
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void CommandLine::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
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{
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Clear();
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for (int i = 0; i < gameBoundaries.y; i++)
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{
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for (int j = 0; j < gameBoundaries.x; j++)
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std::cout << gameBoard->at(i).at(j);
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std::cout << std::endl;
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}
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sf::sleep(delay);
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}
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void CommandLine::StartGameWindow(void)
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{
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isWindowAlive = true;
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return;
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}
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void CommandLine::Clear(void)
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{
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#if defined _WIN32
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system("cls");
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//clrscr(); // including header file : conio.h
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#elif defined (__LINUX__) || defined(__gnu_linux__) || defined(__linux__)
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system("clear");
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//std::cout<< u8"\033[2J\033[1;1H"; //Using ANSI Escape Sequences
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#elif defined (__APPLE__)
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system("clear");
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#endif
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}
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SFML::SFML(void)
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{
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gameVideoSettings = sf::VideoMode(1025, 725);
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drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
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return;
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}
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void SFML::CheckContinue(void)
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{
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sf::Event event;
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while (true)
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{
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while (gameWindow.pollEvent(event))
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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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return;
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}
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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 SFML::DisplayEndScreen(void)
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{
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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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textPosition.y = textPosition.y / 2;
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sf::Text gameOverText;
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gameOverText.setString("Game Over");
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gameOverText.setCharacterSize(30);
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gameOverText.setPosition(textPosition);
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gameWindow.draw(gameOverText);
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gameWindow.display();
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// if (!PlayerWantsToContinue())
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// return;
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// player = Snake();
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// playerFood.GenerateNewFood(GetGameBoundaries());
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// gameWindow.clear();
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return;
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}
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void SFML::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
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{
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CheckWindowEvents();
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sf::Vector2i location(0,0);
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char letterOnBoard;
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for (; location.y < gameBoundaries.y; location.y++)
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{
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for (; location.x < gameBoundaries.x; location.x++)
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{
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letterOnBoard = gameBoard->at(location.y).at(location.y);
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if (letterOnBoard == 'o')
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DrawSnake(static_cast<sf::Vector2f>(location));
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else if (letterOnBoard == 'x')
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DrawFood(static_cast<sf::Vector2f>(location));
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else
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DrawEmpty(static_cast<sf::Vector2f>(location));
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}
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}
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gameWindow.display();
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sf::sleep(delay);
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return;
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}
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void SFML::StartGameWindow(void)
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{
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gameWindow.create(gameVideoSettings, "SnakePlusPlus");
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isWindowAlive = true;
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return;
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}
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void SFML::UpdateResolution(sf::Vector2i newResolution)
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{
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gameVideoSettings.width = newResolution.x;
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gameVideoSettings.height = newResolution.y;
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gameBoundaries.x = gameVideoSettings.width / kGridSize;
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gameBoundaries.y = gameVideoSettings.height / kGridSize;
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gameWindow.create(gameVideoSettings, "SnakePlusPlus");
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return;
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}
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void SFML::CheckWindowEvents(void)
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{
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sf::Event event;
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while (gameWindow.pollEvent(event))
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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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}
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}
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void SFML::DrawEmpty(sf::Vector2f location)
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{
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location *= static_cast<float>(kGridSize);
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drawObject.setPosition(location);
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drawObject.setFillColor(sf::Color::Black);
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gameWindow.draw(drawObject);
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return;
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}
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void SFML::DrawFood(sf::Vector2f location)
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{
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location *= static_cast<float>(kGridSize);
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drawObject.setPosition(location);
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drawObject.setFillColor(sf::Color::Red);
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gameWindow.draw(drawObject);
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return;
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}
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void SFML::DrawSnake(sf::Vector2f location)
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{
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location *= static_cast<float>(kGridSize);
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drawObject.setPosition(location);
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drawObject.setFillColor(sf::Color::Green);
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gameWindow.draw(drawObject);
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return;
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}
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@ -1,17 +1,21 @@
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// GameState.cpp
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#include <memory>
|
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#include <stdexcept>
|
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#include <string>
|
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#include <SFML/Graphics.hpp>
|
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#include "common.h"
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#include "display.h"
|
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#include "gamestate.h"
|
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#include "common.hpp"
|
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#include "playerinterface.hpp"
|
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#include "gamestate.hpp"
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|
||||
GameState::GameState()
|
||||
namespace snakeplusplus
|
||||
{
|
||||
GameEngine::GameEngine()
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::SetGameSettings(int argc, char* argv[])
|
||||
{
|
||||
void GameEngine::SetGameSettings(int argc, char* argv[])
|
||||
{
|
||||
std::string convertedString;
|
||||
for (int i = 0; i < argc; i++)
|
||||
{
|
||||
@ -19,105 +23,107 @@ void GameState::SetGameSettings(int argc, char* argv[])
|
||||
if (convertedString == "--no-sfml")
|
||||
useSFML = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::StartGame()
|
||||
{
|
||||
void GameEngine::StartGame()
|
||||
{
|
||||
ApplySettings();
|
||||
ResetGameBoard();
|
||||
graphics->StartGameWindow();
|
||||
RunGameLoop();
|
||||
GameLoop();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::ApplySettings(void)
|
||||
{
|
||||
void GameEngine::ApplySettings(void)
|
||||
{
|
||||
if (useSFML)
|
||||
graphics.reset(new SFML());
|
||||
else
|
||||
graphics.reset(new CommandLine());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Reimplement for DisplayInterface
|
||||
void GameState::DisplayEndScreen(void)
|
||||
{
|
||||
// TODO: Reimplement for DisplayInterface
|
||||
void GameEngine::DisplayEndScreen(void)
|
||||
{
|
||||
graphics->DisplayEndScreen();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
sf::Vector2f GameState::GetGameBoundaries(void)
|
||||
{
|
||||
void GameEngine::GameLoop(void)
|
||||
{
|
||||
sf::Vector2f newHeadPosition;
|
||||
while (graphics->IsOpen())
|
||||
{
|
||||
// player.UpdateDirection(playerInput.GetPlayerInput());
|
||||
// newHeadPosition = player.Move();
|
||||
// if (playerFood.GetFoodLocation() != newHeadPosition)
|
||||
// player.Pop();
|
||||
// PlaceNewSnakePart(newHeadPosition);
|
||||
graphics->DisplayGameState(&gameBoard);
|
||||
// if (isGameOver)
|
||||
// PlayerWantsToContinue();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
sf::Vector2f GameEngine::GetGameBoundaries(void)
|
||||
{
|
||||
return graphics->gameBoundaries;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::GetKeyboardInput(void)
|
||||
{
|
||||
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);
|
||||
void GameEngine::PlaceNewSnakePart(sf::Vector2f location)
|
||||
{
|
||||
char locationState;
|
||||
try
|
||||
{
|
||||
locationState = gameBoard.at(location.y).at(location.x);
|
||||
if (locationState == 'O')
|
||||
isGameOver = true; // Game should end (Snake touching snake)
|
||||
if (locationState == ' ')
|
||||
player.Pop(); // Snake shouldn't extend
|
||||
gameBoard.at(location.y).at(location.x) = 'O';
|
||||
} catch (const std::out_of_range& error) {
|
||||
isGameOver = true; // Snake ran into edge
|
||||
return;
|
||||
}
|
||||
|
||||
void GameState::PlaceNewSnakePart(sf::Vector2f location)
|
||||
{
|
||||
gameBoard.at(location.y).at(location.x) = 'o';
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::PlayerWantsToContinue(void)
|
||||
{
|
||||
void GameEngine::PlayerWantsToContinue(void)
|
||||
{
|
||||
graphics->CheckContinue();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Generates new food until not colliding with player
|
||||
void GameState::RegenerateFood(void)
|
||||
{
|
||||
// Generates new food until not colliding with player
|
||||
void GameEngine::RegenerateFood(void)
|
||||
{
|
||||
sf::Vector2f newLocation = playerFood.GetFoodLocation();
|
||||
bool isUpdated = false;
|
||||
// Keep making new food until generating a valid spot
|
||||
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'o')
|
||||
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O')
|
||||
{
|
||||
isUpdated = true;
|
||||
playerFood.GenerateNewFood(GetGameBoundaries());
|
||||
newLocation = playerFood.GetFoodLocation();
|
||||
}
|
||||
if (isUpdated)
|
||||
gameBoard.at(newLocation.y).at(newLocation.x) = 'x';
|
||||
gameBoard.at(newLocation.y).at(newLocation.x) = 'X';
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::ResetGameBoard(void)
|
||||
{
|
||||
void GameEngine::ResetGameBoard(void)
|
||||
{
|
||||
gameBoard.clear();
|
||||
sf::Vector2f boardDimensions = GetGameBoundaries();
|
||||
std::vector<char> tempBoard;
|
||||
tempBoard.resize(boardDimensions.x, ' ');
|
||||
gameBoard.resize(boardDimensions.y, tempBoard);
|
||||
playerFood.GenerateNewFood(boardDimensions);
|
||||
sf::Vector2f foodStartLocation = playerFood.GetFoodLocation();
|
||||
gameBoard.at(foodStartLocation.y).at(foodStartLocation.x) = 'x';
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void GameState::RunGameLoop(void)
|
||||
{
|
||||
while (graphics->IsOpen())
|
||||
{
|
||||
GetKeyboardInput();
|
||||
PlaceNewSnakePart(player.MoveSnake());
|
||||
RegenerateFood();
|
||||
graphics->DisplayGameState(&gameBoard);
|
||||
if (isGameOver)
|
||||
PlayerWantsToContinue();
|
||||
PlaceNewSnakePart(player.Reset());
|
||||
// playerFood.GenerateNewFood(boardDimensions);
|
||||
// sf::Vector2f foodStartLocation = playerFood.GetFoodLocation();
|
||||
// gameBoard.at(foodStartLocation.y).at(foodStartLocation.x) = 'X';
|
||||
// return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1,8 +1,8 @@
|
||||
#include "gamestate.h"
|
||||
#include "gamestate.hpp"
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
GameState game;
|
||||
snakeplusplus::GameEngine game;
|
||||
game.SetGameSettings(argc, argv);
|
||||
game.StartGame();
|
||||
}
|
||||
|
211
src/playerinterface.cpp
Executable file
211
src/playerinterface.cpp
Executable file
@ -0,0 +1,211 @@
|
||||
#include "playerinterface.hpp"
|
||||
#include <iostream>
|
||||
|
||||
namespace snakeplusplus
|
||||
{
|
||||
Input::Input(void)
|
||||
{
|
||||
lastPlayerInput = kNone;
|
||||
}
|
||||
|
||||
PlayerDirection Input::GetPlayerInput(void)
|
||||
{
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
|
||||
lastPlayerInput = kLeft;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
|
||||
lastPlayerInput = kUp;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
|
||||
lastPlayerInput = kDown;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
|
||||
lastPlayerInput = kRight;
|
||||
return lastPlayerInput;
|
||||
}
|
||||
|
||||
DisplayInterface::DisplayInterface(void)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool DisplayInterface::IsOpen(void)
|
||||
{
|
||||
return isWindowAlive;
|
||||
}
|
||||
|
||||
CommandLine::CommandLine(void)
|
||||
{
|
||||
gameBoundaries.x = 1025 / kGridSize;
|
||||
gameBoundaries.y = 725 / kGridSize;
|
||||
return;
|
||||
}
|
||||
|
||||
void CommandLine::CheckContinue(void)
|
||||
{
|
||||
int placeholder;
|
||||
std::cout << "Press enter to play again.";
|
||||
std::cin >> placeholder;
|
||||
return;
|
||||
}
|
||||
|
||||
void CommandLine::DisplayEndScreen(void)
|
||||
{
|
||||
std::cout << "Game Over!" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
void CommandLine::DisplayGameState(std::vector< std::vector<char> >* gameBoard)
|
||||
{
|
||||
Clear();
|
||||
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;
|
||||
}
|
||||
sf::sleep(delay);
|
||||
}
|
||||
|
||||
void CommandLine::StartGameWindow(void)
|
||||
{
|
||||
isWindowAlive = true;
|
||||
return;
|
||||
}
|
||||
|
||||
void CommandLine::Clear(void)
|
||||
{
|
||||
#if defined _WIN32
|
||||
system("cls");
|
||||
//clrscr(); // including header file : conio.h
|
||||
#elif defined (__LINUX__) || defined(__gnu_linux__) || defined(__linux__)
|
||||
system("clear");
|
||||
//std::cout<< u8"\033[2J\033[1;1H"; //Using ANSI Escape Sequences
|
||||
#elif defined (__APPLE__)
|
||||
system("clear");
|
||||
#endif
|
||||
}
|
||||
|
||||
SFML::SFML(void)
|
||||
{
|
||||
float kWidth = 1025 / kGridSize;
|
||||
float kHeight = 725 / kGridSize;
|
||||
gameBoundaries = sf::Vector2f(kWidth, kHeight);
|
||||
gameVideoSettings = sf::VideoMode(1025, 725);
|
||||
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
|
||||
return;
|
||||
}
|
||||
|
||||
void SFML::CheckContinue(void)
|
||||
{
|
||||
sf::Event event;
|
||||
while (true)
|
||||
{
|
||||
while (gameWindow.pollEvent(event))
|
||||
{
|
||||
if ((event.type == sf::Event::Closed) ||
|
||||
(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
|
||||
gameWindow.close();
|
||||
return;
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter))
|
||||
return;
|
||||
sf::sleep(delay);
|
||||
}
|
||||
}
|
||||
|
||||
void SFML::DisplayEndScreen(void)
|
||||
{
|
||||
gameWindow.clear();
|
||||
sf::Vector2f textPosition(gameBoundaries);
|
||||
textPosition.x = textPosition.x / 2;
|
||||
textPosition.y = textPosition.y / 2;
|
||||
sf::Text gameOverText;
|
||||
gameOverText.setString("Game Over");
|
||||
gameOverText.setCharacterSize(30);
|
||||
gameOverText.setPosition(textPosition);
|
||||
gameWindow.draw(gameOverText);
|
||||
gameWindow.display();
|
||||
// if (!PlayerWantsToContinue())
|
||||
// return;
|
||||
// player = Snake();
|
||||
// playerFood.GenerateNewFood(GetGameBoundaries());
|
||||
// gameWindow.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
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();
|
||||
sf::sleep(delay);
|
||||
return;
|
||||
}
|
||||
|
||||
void SFML::StartGameWindow(void)
|
||||
{
|
||||
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
|
||||
isWindowAlive = true;
|
||||
return;
|
||||
}
|
||||
|
||||
void SFML::UpdateResolution(sf::Vector2i newResolution)
|
||||
{
|
||||
gameVideoSettings.width = newResolution.x;
|
||||
gameVideoSettings.height = newResolution.y;
|
||||
gameBoundaries.x = gameVideoSettings.width / kGridSize;
|
||||
gameBoundaries.y = gameVideoSettings.height / kGridSize;
|
||||
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;
|
||||
}
|
||||
}
|
133
src/snake.cpp
133
src/snake.cpp
@ -1,57 +1,104 @@
|
||||
// Snake.cpp
|
||||
#include <queue>
|
||||
#include <random>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include "common.h"
|
||||
#include "snake.h"
|
||||
#include "common.hpp"
|
||||
#include "snake.hpp"
|
||||
|
||||
// General constructor for snake class
|
||||
Snake::Snake(void)
|
||||
namespace snakeplusplus
|
||||
{
|
||||
CreateNewHead(sf::Vector2f(4,5));
|
||||
// General constructor for snake class
|
||||
Snake::Snake(void)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Move snake based on direction and check for collision
|
||||
sf::Vector2f Snake::MoveSnake(void)
|
||||
{
|
||||
sf::Vector2f newHeadPosition;
|
||||
newHeadPosition = CalculateNewHead();
|
||||
CreateNewHead(newHeadPosition);
|
||||
return newHeadPosition;
|
||||
}
|
||||
PlayerDirection Snake::GetDirection(void)
|
||||
{
|
||||
return direction;
|
||||
}
|
||||
|
||||
// Removes tail of snake
|
||||
// Returns the location of the tail
|
||||
sf::Vector2f Snake::Pop(void)
|
||||
{
|
||||
sf::Vector2f tailLocation = snakeBody.front();
|
||||
sf::Vector2f Snake::GetHeadLocation(void)
|
||||
{
|
||||
return headLocation;
|
||||
}
|
||||
|
||||
// Update snake with location information
|
||||
sf::Vector2f Snake::Move(void)
|
||||
{
|
||||
if (direction == kLeft) MoveLeft();
|
||||
if (direction == kUp) MoveUp();
|
||||
if (direction == kDown) MoveDown();
|
||||
if (direction == kRight) MoveRight();
|
||||
return headLocation;
|
||||
}
|
||||
|
||||
// Removes tail of snake
|
||||
void Snake::Pop(void)
|
||||
{
|
||||
*(snakeBody.front().get()) = ' ';
|
||||
snakeBody.pop();
|
||||
return tailLocation;
|
||||
}
|
||||
|
||||
void Snake::UpdateDirection(int newDirection)
|
||||
{
|
||||
snakeDirection = newDirection;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Get a new coordinate position based on snake direction
|
||||
sf::Vector2f Snake::CalculateNewHead(void)
|
||||
{
|
||||
sf::Vector2f position = snakeBody.back();
|
||||
if (snakeDirection == kLeft)
|
||||
position.x -= 1;
|
||||
if (snakeDirection == kUp)
|
||||
position.y -= 1;
|
||||
if (snakeDirection == kDown)
|
||||
position.y += 1;
|
||||
if (snakeDirection == kRight)
|
||||
position.x += 1;
|
||||
return position;
|
||||
}
|
||||
sf::Vector2f Snake::Reset(void)
|
||||
{
|
||||
return sf::Vector2f(4,5);
|
||||
}
|
||||
|
||||
void Snake::CreateNewHead(sf::Vector2f headLocation)
|
||||
{
|
||||
snakeBody.push(headLocation);
|
||||
void Snake::UpdateDirection(PlayerDirection newDirection)
|
||||
{
|
||||
direction = newDirection;
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::MoveLeft(void)
|
||||
{
|
||||
headLocation.x -= 1;
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::MoveUp(void)
|
||||
{
|
||||
headLocation.y -= 1;
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::MoveDown(void)
|
||||
{
|
||||
headLocation.y += 1;
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::MoveRight(void)
|
||||
{
|
||||
headLocation.x += 1;
|
||||
return;
|
||||
}
|
||||
|
||||
Food::Food()
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Returns a new food object for the snakeFood
|
||||
void Food::GenerateNewFood(sf::Vector2f boundaries)
|
||||
{
|
||||
location.x = GenerateRandomNumber(boundaries.x);
|
||||
location.y = GenerateRandomNumber(boundaries.y);
|
||||
}
|
||||
|
||||
sf::Vector2f Food::GetFoodLocation(void)
|
||||
{
|
||||
return location;
|
||||
}
|
||||
|
||||
// Returns a newly generated number
|
||||
int Food::GenerateRandomNumber(int generationLimit)
|
||||
{
|
||||
int generatedNumber;
|
||||
std::uniform_int_distribution<> distribution(0, generationLimit);
|
||||
generatedNumber = distribution(generator);
|
||||
return generatedNumber;
|
||||
}
|
||||
}
|
||||
|
@ -1,29 +0,0 @@
|
||||
// SnakeFood.cpp
|
||||
#include "snakefood.h"
|
||||
|
||||
|
||||
SnakeFood::SnakeFood()
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Returns a new food object for the snakeFood
|
||||
void SnakeFood::GenerateNewFood(sf::Vector2f boundaries)
|
||||
{
|
||||
location.x = GenerateRandomNumber(boundaries.x);
|
||||
location.y = GenerateRandomNumber(boundaries.y);
|
||||
}
|
||||
|
||||
sf::Vector2f SnakeFood::GetFoodLocation(void)
|
||||
{
|
||||
return location;
|
||||
}
|
||||
|
||||
// Returns a newly generated number
|
||||
int SnakeFood::GenerateRandomNumber(int generationLimit)
|
||||
{
|
||||
int generatedNumber;
|
||||
std::uniform_int_distribution<> distribution(0, generationLimit);
|
||||
generatedNumber = distribution(generator);
|
||||
return generatedNumber;
|
||||
}
|
Loading…
Reference in New Issue
Block a user