snakeplusplus/src/gamestate.cpp

135 lines
3.7 KiB
C++
Executable File

// GameState.cpp
#include <iostream>
#include <memory>
#include <stdexcept>
#include <string>
#include <SFML/Graphics.hpp>
#include "common.hpp"
#include "playerinterface.hpp"
#include "gamestate.hpp"
namespace snakeplusplus
{
GameEngine::GameEngine()
{
return;
}
void GameEngine::StartGame()
{
//ApplySettings();
PrepareGameBoard();
graphics.StartGameWindow();
GameLoop();
return;
}
void GameEngine::GameLoop(void)
{
while (graphics.IsOpen())
{
if (isGameOver)
{
graphics.CheckContinue();
isGameOver = 0;
}
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
graphics.DisplayGameState(gameBoard);
}
return;
}
sf::Vector2f GameEngine::MovePlayer(void)
{
sf::Vector2f newHeadPosition;
newHeadPosition.x = player.headLocation.x + player.speed.x;
newHeadPosition.y = player.headLocation.y + player.speed.y;
return newHeadPosition;
}
sf::Vector2f GameEngine::GetGameBoundaries(void)
{
return graphics.gameBoundaries;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location)
{
try
{
char* locationState;
locationState = &gameBoard.at(location.y).at(location.x);
if (*locationState == 'O' && player.body.size() > 1)
isGameOver = true; // Game should end (Snake touching snake)
*locationState = 'O';
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
} catch (const std::out_of_range& error) {
isGameOver = true; // Snake ran into edge
exit(0);
}
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood(void)
{
sf::Vector2f newLocation = playerFood.location;
bool isUpdated = false;
// Keep making new food until generating a valid spot
while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O')
{
isUpdated = true;
playerFood.GenerateNewFood(GetGameBoundaries());
newLocation = playerFood.location;
}
if (isUpdated)
gameBoard.at(newLocation.y).at(newLocation.x) = 'X';
return;
}
void GameEngine::PrepareGameBoard(void)
{
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
player.headLocation.x = 4;
player.headLocation.y = 5;
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
player.body.push(locationState);
*player.body.front() = 'O';
playerFood.location.x = 2;
playerFood.location.y = 2;
playerFood.food = &gameBoard.at(2).at(2);
*playerFood.food = 'X';
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection input = controls.GetPlayerInput();
switch (input) {
case kUp:
player.speed.x = 0;
player.speed.y = -1;
break;
case kLeft:
player.speed.x = -1;
player.speed.y = 0;
break;
case kRight:
player.speed.x = 1;
player.speed.y = 0;
break;
case kDown:
player.speed.x = 0;
player.speed.y = 1;
break;
default:
break;
}
}
}