snakeplusplus/src/gamestate.cpp

189 lines
5.3 KiB
C++
Executable File

// GameState.cpp
#include <stdexcept>
#include <SFML/Graphics.hpp>
#include "botinterface.hpp"
#include "common.hpp"
#include "playerinterface.hpp"
#include "gamestate.hpp"
GameEngine::GameEngine(void) {
InitializeGenerator();
}
void GameEngine::Start(void) {
PrepareGameBoard();
if (!state.m_bNoDisplay)
graphics.StartGameWindow();
if (state.m_bIsBotControlled)
graphics.SetShowGame(true);
Loop();
}
void GameEngine::Reset(void) {
if (!state.m_bIsBotControlled)
graphics.CheckContinue();
else
bot.AddIteration(player.body.size());
player.Reset();
PrepareGameBoard();
state.m_bIsGameOver = false;
if (!state.m_bIsBotControlled)
return;
if (!state.m_bSmart) {
while (!bot.path.empty())
bot.path.pop();
}
if (state.m_bNoDisplay)
graphics.SetShowGame(false);
if (state.m_bSkipIterations)
graphics.SetShowGame((bot.amountPlayed + 1) % 50 == 0);
// TODO: Replace with value to force this effect
graphics.SetShowGame(true);
}
void GameEngine::Loop(void) {
int currentScore = 0;
while (graphics.IsOpen() || state.m_bNoDisplay) {
if (state.m_bIsGameOver)
Reset();
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
currentScore = player.body.size() * 100;
if (!state.m_bNoDisplay)
graphics.DisplayGameState(gameBoard, currentScore);
}
}
sf::Vector2f GameEngine::MovePlayer(void) {
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
}
sf::Vector2f GameEngine::GetGameBoundaries(void) {
return graphics.gameBoundaries;
}
PlayerDirection GameEngine::GetCurrentDirection(void) {
if (player.speed.x) {
if (player.speed.x > 0)
return kRight;
else
return kLeft;
} else {
if (player.speed.y > 0)
return kDown;
else
return kUp;
}
}
sf::Vector2f GameEngine::GetCurrentDirectionRaw(void) {
return player.speed;
}
int GameEngine::GetPlayerSize(void) {
return player.body.size();
}
sf::Vector2f GameEngine::GetHeadLocation(void) {
return player.headLocation;
}
sf::Vector2f GameEngine::GetFoodLocation(void) {
return playerFood.location;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y)
return;
try {
GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
if (locationState->m_bSnake && (player.body.size() > 1))
state.m_bIsGameOver = true; // Game should end (Snake touching snake)
locationState->m_bSnake = true;
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
else {
locationState->m_bFood = false;
if (state.m_bIsBotControlled)
bot.ResetPath();
}
} catch (const std::out_of_range& error) {
state.m_bIsGameOver = true; // Snake ran into edge
}
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood(void) {
// Generate a new food location if the current one is occupied
while (gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bSnake)
playerFood.GenerateNewFood(GetGameBoundaries());
// Update the game board with the new food location
gameBoard.at(playerFood.location.y).at(playerFood.location.x).m_bFood = 1;
}
void GameEngine::PrepareGameBoard(void) {
// Create empty game board
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
// Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
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.at(playerFood.location.y).at(playerFood.location.x).m_bFood = true;
return;
}
void GameEngine::UpdatePlayerSpeed(void) {
PlayerDirection controller;
if (state.m_bIsBotControlled) {
if (bot.path.empty())
bot.GetNewPath();
controller = bot.GetInput();
} else
controller = GetPlayerInput();
switch (controller) {
case kUp:
if (player.speed.y == kUnitSpeed)
break;
player.speed.x = 0;
player.speed.y = -kUnitSpeed;
break;
case kLeft:
if (player.speed.x == kUnitSpeed)
break;
player.speed.x = -kUnitSpeed;
player.speed.y = 0;
break;
case kRight:
if (player.speed.x == -kUnitSpeed)
break;
player.speed.x = kUnitSpeed;
player.speed.y = 0;
break;
case kDown:
if (player.speed.y == -kUnitSpeed)
break;
player.speed.x = 0;
player.speed.y = kUnitSpeed;
break;
default:
break;
}
return;
}