Snake++ game (in C++ with SDL)
$begingroup$
Yes, It's called Snake++
. I build it to learn C++.
What features and techniques can be improved? I used SDL for some basic rendering, but my concern is more about the language use.
Things I'm very concerned about:
- Generating a new food means trying random positions over and over again till one is free. This is going to become a problem very soon. What data structures can I use here?
- Am I using references to their full potential and avoiding unnecessary copying?
Main.cpp
#include <iostream>
#include "Game.hpp"
using namespace std;
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game.hpp
#pragma once
#include <vector>
#include "SDL.h"
#include "SDL_image.h"
class Game
{
public:
Game();
void Run();
int GetScore();
int GetSize();
private:
bool running = false;
bool alive = false;
int fps = 0;
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
SDL_Window * window = nullptr;
SDL_Renderer * renderer = nullptr;
enum class Block { head, body, food, empty };
enum class Move { up, down, left, right };
Move last_dir = Move::up;
Move dir = Move::up;
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
SDL_Point food;
std::vector<SDL_Point> body;
Block grid[GRID_WIDTH][GRID_HEIGHT];
float speed = 0.5f;
int growing = 0;
int score = 0;
int size = 1;
void ReplaceFood();
void GrowBody(int quantity);
void UpdateWindowTitle();
void GameLoop();
void Render();
void Update();
void PollEvents();
void Close();
};
Game.cpp
#include <iostream>
#include <string>
#include <ctime>
#include "SDL.h"
#include "Game.hpp"
using namespace std;
Game::Game()
{
for (int i = 0; i < GRID_WIDTH; ++i)
for (int j = 0; j < GRID_HEIGHT; ++j)
{
grid[i][j] = Block::empty;
}
srand(static_cast<unsigned int>(time(0)));
}
void Game::Run()
{
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create Window
window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
{
cout << "Window could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
cout << "Renderer could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
alive = true;
running = true;
ReplaceFood();
GameLoop();
}
void Game::ReplaceFood()
{
int x, y;
while (true)
{
x = rand() % GRID_WIDTH;
y = rand() % GRID_HEIGHT;
if (grid[x][y] == Block::empty)
{
grid[x][y] = Block::food;
food.x = x;
food.y = y;
break;
}
}
}
void Game::GameLoop()
{
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
while (running)
{
before = SDL_GetTicks();
PollEvents();
Update();
Render();
frames++;
after = SDL_GetTicks();
frame_time = after - before;
if (after - second >= 1000)
{
fps = frames;
frames = 0;
second = after;
UpdateWindowTitle();
}
if (FRAME_RATE > frame_time)
{
SDL_Delay(FRAME_RATE - frame_time);
}
}
}
void Game::PollEvents()
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
running = false;
}
else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
case SDLK_UP:
if (last_dir != Move::down || size == 1)
dir = Move::up;
break;
case SDLK_DOWN:
if (last_dir != Move::up || size == 1)
dir = Move::down;
break;
case SDLK_LEFT:
if (last_dir != Move::right || size == 1)
dir = Move::left;
break;
case SDLK_RIGHT:
if (last_dir != Move::left || size == 1)
dir = Move::right;
break;
}
}
}
}
int Game::GetSize()
{
return size;
}
void Game::GrowBody(int quantity)
{
growing += quantity;
}
void Game::Update()
{
if (!alive)
return;
switch (dir)
{
case Move::up:
pos.y -= speed;
pos.x = floorf(pos.x);
break;
case Move::down:
pos.y += speed;
pos.x = floorf(pos.x);
break;
case Move::left:
pos.x -= speed;
pos.y = floorf(pos.y);
break;
case Move::right:
pos.x += speed;
pos.y = floorf(pos.y);
break;
}
// Wrap
if (pos.x < 0) pos.x = GRID_WIDTH - 1;
else if (pos.x > GRID_WIDTH - 1) pos.x = 0;
if (pos.y < 0) pos.y = GRID_HEIGHT - 1;
else if (pos.y > GRID_HEIGHT - 1) pos.y = 0;
int new_x = static_cast<int>(pos.x);
int new_y = static_cast<int>(pos.y);
// Check if head position has changed
if (new_x != head.x || new_y != head.y)
{
last_dir = dir;
// If we are growing, just make a new neck
if (growing > 0)
{
size++;
body.push_back(head);
growing--;
grid[head.x][head.y] = Block::body;
}
else
{
// We need to shift the body
SDL_Point free = head;
vector<SDL_Point>::reverse_iterator rit = body.rbegin();
for ( ; rit != body.rend(); ++rit)
{
grid[free.x][free.y] = Block::body;
swap(*rit, free);
}
grid[free.x][free.y] = Block::empty;
}
}
head.x = new_x;
head.y = new_y;
Block & next = grid[head.x][head.y];
// Check if there's food over here
if (next == Block::food)
{
score++;
ReplaceFood();
GrowBody(1);
}
// Check if we're dead
else if (next == Block::body)
{
alive = false;
}
next = Block::head;
}
int Game::GetScore()
{
return score;
}
void Game::UpdateWindowTitle()
{
string title = "Snakle++ Score: " + to_string(score) + " FPS: " + to_string(fps);
SDL_SetWindowTitle(window, title.c_str());
}
void Game::Render()
{
SDL_Rect block;
block.w = SCREEN_WIDTH / GRID_WIDTH;
block.h = SCREEN_WIDTH / GRID_HEIGHT;
// Clear screen
SDL_SetRenderDrawColor(renderer, 0x1E, 0x1E, 0x1E, 0xFF);
SDL_RenderClear(renderer);
// Render food
SDL_SetRenderDrawColor(renderer, 0xFF, 0xCC, 0x00, 0xFF);
block.x = food.x * block.w;
block.y = food.y * block.h;
SDL_RenderFillRect(renderer, &block);
// Render snake's body
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (SDL_Point & point : body)
{
block.x = point.x * block.w;
block.y = point.y * block.h;
SDL_RenderFillRect(renderer, &block);
}
// Render snake's head
block.x = head.x * block.w;
block.y = head.y * block.h;
if (alive) SDL_SetRenderDrawColor(renderer, 0x00, 0x7A, 0xCC, 0xFF);
else SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(renderer, &block);
// Update Screen
SDL_RenderPresent(renderer);
}
void Game::Close()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
c++ beginner snake-game sdl
$endgroup$
add a comment |
$begingroup$
Yes, It's called Snake++
. I build it to learn C++.
What features and techniques can be improved? I used SDL for some basic rendering, but my concern is more about the language use.
Things I'm very concerned about:
- Generating a new food means trying random positions over and over again till one is free. This is going to become a problem very soon. What data structures can I use here?
- Am I using references to their full potential and avoiding unnecessary copying?
Main.cpp
#include <iostream>
#include "Game.hpp"
using namespace std;
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game.hpp
#pragma once
#include <vector>
#include "SDL.h"
#include "SDL_image.h"
class Game
{
public:
Game();
void Run();
int GetScore();
int GetSize();
private:
bool running = false;
bool alive = false;
int fps = 0;
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
SDL_Window * window = nullptr;
SDL_Renderer * renderer = nullptr;
enum class Block { head, body, food, empty };
enum class Move { up, down, left, right };
Move last_dir = Move::up;
Move dir = Move::up;
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
SDL_Point food;
std::vector<SDL_Point> body;
Block grid[GRID_WIDTH][GRID_HEIGHT];
float speed = 0.5f;
int growing = 0;
int score = 0;
int size = 1;
void ReplaceFood();
void GrowBody(int quantity);
void UpdateWindowTitle();
void GameLoop();
void Render();
void Update();
void PollEvents();
void Close();
};
Game.cpp
#include <iostream>
#include <string>
#include <ctime>
#include "SDL.h"
#include "Game.hpp"
using namespace std;
Game::Game()
{
for (int i = 0; i < GRID_WIDTH; ++i)
for (int j = 0; j < GRID_HEIGHT; ++j)
{
grid[i][j] = Block::empty;
}
srand(static_cast<unsigned int>(time(0)));
}
void Game::Run()
{
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create Window
window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
{
cout << "Window could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
cout << "Renderer could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
alive = true;
running = true;
ReplaceFood();
GameLoop();
}
void Game::ReplaceFood()
{
int x, y;
while (true)
{
x = rand() % GRID_WIDTH;
y = rand() % GRID_HEIGHT;
if (grid[x][y] == Block::empty)
{
grid[x][y] = Block::food;
food.x = x;
food.y = y;
break;
}
}
}
void Game::GameLoop()
{
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
while (running)
{
before = SDL_GetTicks();
PollEvents();
Update();
Render();
frames++;
after = SDL_GetTicks();
frame_time = after - before;
if (after - second >= 1000)
{
fps = frames;
frames = 0;
second = after;
UpdateWindowTitle();
}
if (FRAME_RATE > frame_time)
{
SDL_Delay(FRAME_RATE - frame_time);
}
}
}
void Game::PollEvents()
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
running = false;
}
else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
case SDLK_UP:
if (last_dir != Move::down || size == 1)
dir = Move::up;
break;
case SDLK_DOWN:
if (last_dir != Move::up || size == 1)
dir = Move::down;
break;
case SDLK_LEFT:
if (last_dir != Move::right || size == 1)
dir = Move::left;
break;
case SDLK_RIGHT:
if (last_dir != Move::left || size == 1)
dir = Move::right;
break;
}
}
}
}
int Game::GetSize()
{
return size;
}
void Game::GrowBody(int quantity)
{
growing += quantity;
}
void Game::Update()
{
if (!alive)
return;
switch (dir)
{
case Move::up:
pos.y -= speed;
pos.x = floorf(pos.x);
break;
case Move::down:
pos.y += speed;
pos.x = floorf(pos.x);
break;
case Move::left:
pos.x -= speed;
pos.y = floorf(pos.y);
break;
case Move::right:
pos.x += speed;
pos.y = floorf(pos.y);
break;
}
// Wrap
if (pos.x < 0) pos.x = GRID_WIDTH - 1;
else if (pos.x > GRID_WIDTH - 1) pos.x = 0;
if (pos.y < 0) pos.y = GRID_HEIGHT - 1;
else if (pos.y > GRID_HEIGHT - 1) pos.y = 0;
int new_x = static_cast<int>(pos.x);
int new_y = static_cast<int>(pos.y);
// Check if head position has changed
if (new_x != head.x || new_y != head.y)
{
last_dir = dir;
// If we are growing, just make a new neck
if (growing > 0)
{
size++;
body.push_back(head);
growing--;
grid[head.x][head.y] = Block::body;
}
else
{
// We need to shift the body
SDL_Point free = head;
vector<SDL_Point>::reverse_iterator rit = body.rbegin();
for ( ; rit != body.rend(); ++rit)
{
grid[free.x][free.y] = Block::body;
swap(*rit, free);
}
grid[free.x][free.y] = Block::empty;
}
}
head.x = new_x;
head.y = new_y;
Block & next = grid[head.x][head.y];
// Check if there's food over here
if (next == Block::food)
{
score++;
ReplaceFood();
GrowBody(1);
}
// Check if we're dead
else if (next == Block::body)
{
alive = false;
}
next = Block::head;
}
int Game::GetScore()
{
return score;
}
void Game::UpdateWindowTitle()
{
string title = "Snakle++ Score: " + to_string(score) + " FPS: " + to_string(fps);
SDL_SetWindowTitle(window, title.c_str());
}
void Game::Render()
{
SDL_Rect block;
block.w = SCREEN_WIDTH / GRID_WIDTH;
block.h = SCREEN_WIDTH / GRID_HEIGHT;
// Clear screen
SDL_SetRenderDrawColor(renderer, 0x1E, 0x1E, 0x1E, 0xFF);
SDL_RenderClear(renderer);
// Render food
SDL_SetRenderDrawColor(renderer, 0xFF, 0xCC, 0x00, 0xFF);
block.x = food.x * block.w;
block.y = food.y * block.h;
SDL_RenderFillRect(renderer, &block);
// Render snake's body
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (SDL_Point & point : body)
{
block.x = point.x * block.w;
block.y = point.y * block.h;
SDL_RenderFillRect(renderer, &block);
}
// Render snake's head
block.x = head.x * block.w;
block.y = head.y * block.h;
if (alive) SDL_SetRenderDrawColor(renderer, 0x00, 0x7A, 0xCC, 0xFF);
else SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(renderer, &block);
// Update Screen
SDL_RenderPresent(renderer);
}
void Game::Close()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
c++ beginner snake-game sdl
$endgroup$
add a comment |
$begingroup$
Yes, It's called Snake++
. I build it to learn C++.
What features and techniques can be improved? I used SDL for some basic rendering, but my concern is more about the language use.
Things I'm very concerned about:
- Generating a new food means trying random positions over and over again till one is free. This is going to become a problem very soon. What data structures can I use here?
- Am I using references to their full potential and avoiding unnecessary copying?
Main.cpp
#include <iostream>
#include "Game.hpp"
using namespace std;
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game.hpp
#pragma once
#include <vector>
#include "SDL.h"
#include "SDL_image.h"
class Game
{
public:
Game();
void Run();
int GetScore();
int GetSize();
private:
bool running = false;
bool alive = false;
int fps = 0;
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
SDL_Window * window = nullptr;
SDL_Renderer * renderer = nullptr;
enum class Block { head, body, food, empty };
enum class Move { up, down, left, right };
Move last_dir = Move::up;
Move dir = Move::up;
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
SDL_Point food;
std::vector<SDL_Point> body;
Block grid[GRID_WIDTH][GRID_HEIGHT];
float speed = 0.5f;
int growing = 0;
int score = 0;
int size = 1;
void ReplaceFood();
void GrowBody(int quantity);
void UpdateWindowTitle();
void GameLoop();
void Render();
void Update();
void PollEvents();
void Close();
};
Game.cpp
#include <iostream>
#include <string>
#include <ctime>
#include "SDL.h"
#include "Game.hpp"
using namespace std;
Game::Game()
{
for (int i = 0; i < GRID_WIDTH; ++i)
for (int j = 0; j < GRID_HEIGHT; ++j)
{
grid[i][j] = Block::empty;
}
srand(static_cast<unsigned int>(time(0)));
}
void Game::Run()
{
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create Window
window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
{
cout << "Window could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
cout << "Renderer could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
alive = true;
running = true;
ReplaceFood();
GameLoop();
}
void Game::ReplaceFood()
{
int x, y;
while (true)
{
x = rand() % GRID_WIDTH;
y = rand() % GRID_HEIGHT;
if (grid[x][y] == Block::empty)
{
grid[x][y] = Block::food;
food.x = x;
food.y = y;
break;
}
}
}
void Game::GameLoop()
{
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
while (running)
{
before = SDL_GetTicks();
PollEvents();
Update();
Render();
frames++;
after = SDL_GetTicks();
frame_time = after - before;
if (after - second >= 1000)
{
fps = frames;
frames = 0;
second = after;
UpdateWindowTitle();
}
if (FRAME_RATE > frame_time)
{
SDL_Delay(FRAME_RATE - frame_time);
}
}
}
void Game::PollEvents()
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
running = false;
}
else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
case SDLK_UP:
if (last_dir != Move::down || size == 1)
dir = Move::up;
break;
case SDLK_DOWN:
if (last_dir != Move::up || size == 1)
dir = Move::down;
break;
case SDLK_LEFT:
if (last_dir != Move::right || size == 1)
dir = Move::left;
break;
case SDLK_RIGHT:
if (last_dir != Move::left || size == 1)
dir = Move::right;
break;
}
}
}
}
int Game::GetSize()
{
return size;
}
void Game::GrowBody(int quantity)
{
growing += quantity;
}
void Game::Update()
{
if (!alive)
return;
switch (dir)
{
case Move::up:
pos.y -= speed;
pos.x = floorf(pos.x);
break;
case Move::down:
pos.y += speed;
pos.x = floorf(pos.x);
break;
case Move::left:
pos.x -= speed;
pos.y = floorf(pos.y);
break;
case Move::right:
pos.x += speed;
pos.y = floorf(pos.y);
break;
}
// Wrap
if (pos.x < 0) pos.x = GRID_WIDTH - 1;
else if (pos.x > GRID_WIDTH - 1) pos.x = 0;
if (pos.y < 0) pos.y = GRID_HEIGHT - 1;
else if (pos.y > GRID_HEIGHT - 1) pos.y = 0;
int new_x = static_cast<int>(pos.x);
int new_y = static_cast<int>(pos.y);
// Check if head position has changed
if (new_x != head.x || new_y != head.y)
{
last_dir = dir;
// If we are growing, just make a new neck
if (growing > 0)
{
size++;
body.push_back(head);
growing--;
grid[head.x][head.y] = Block::body;
}
else
{
// We need to shift the body
SDL_Point free = head;
vector<SDL_Point>::reverse_iterator rit = body.rbegin();
for ( ; rit != body.rend(); ++rit)
{
grid[free.x][free.y] = Block::body;
swap(*rit, free);
}
grid[free.x][free.y] = Block::empty;
}
}
head.x = new_x;
head.y = new_y;
Block & next = grid[head.x][head.y];
// Check if there's food over here
if (next == Block::food)
{
score++;
ReplaceFood();
GrowBody(1);
}
// Check if we're dead
else if (next == Block::body)
{
alive = false;
}
next = Block::head;
}
int Game::GetScore()
{
return score;
}
void Game::UpdateWindowTitle()
{
string title = "Snakle++ Score: " + to_string(score) + " FPS: " + to_string(fps);
SDL_SetWindowTitle(window, title.c_str());
}
void Game::Render()
{
SDL_Rect block;
block.w = SCREEN_WIDTH / GRID_WIDTH;
block.h = SCREEN_WIDTH / GRID_HEIGHT;
// Clear screen
SDL_SetRenderDrawColor(renderer, 0x1E, 0x1E, 0x1E, 0xFF);
SDL_RenderClear(renderer);
// Render food
SDL_SetRenderDrawColor(renderer, 0xFF, 0xCC, 0x00, 0xFF);
block.x = food.x * block.w;
block.y = food.y * block.h;
SDL_RenderFillRect(renderer, &block);
// Render snake's body
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (SDL_Point & point : body)
{
block.x = point.x * block.w;
block.y = point.y * block.h;
SDL_RenderFillRect(renderer, &block);
}
// Render snake's head
block.x = head.x * block.w;
block.y = head.y * block.h;
if (alive) SDL_SetRenderDrawColor(renderer, 0x00, 0x7A, 0xCC, 0xFF);
else SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(renderer, &block);
// Update Screen
SDL_RenderPresent(renderer);
}
void Game::Close()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
c++ beginner snake-game sdl
$endgroup$
Yes, It's called Snake++
. I build it to learn C++.
What features and techniques can be improved? I used SDL for some basic rendering, but my concern is more about the language use.
Things I'm very concerned about:
- Generating a new food means trying random positions over and over again till one is free. This is going to become a problem very soon. What data structures can I use here?
- Am I using references to their full potential and avoiding unnecessary copying?
Main.cpp
#include <iostream>
#include "Game.hpp"
using namespace std;
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game.hpp
#pragma once
#include <vector>
#include "SDL.h"
#include "SDL_image.h"
class Game
{
public:
Game();
void Run();
int GetScore();
int GetSize();
private:
bool running = false;
bool alive = false;
int fps = 0;
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
SDL_Window * window = nullptr;
SDL_Renderer * renderer = nullptr;
enum class Block { head, body, food, empty };
enum class Move { up, down, left, right };
Move last_dir = Move::up;
Move dir = Move::up;
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
SDL_Point food;
std::vector<SDL_Point> body;
Block grid[GRID_WIDTH][GRID_HEIGHT];
float speed = 0.5f;
int growing = 0;
int score = 0;
int size = 1;
void ReplaceFood();
void GrowBody(int quantity);
void UpdateWindowTitle();
void GameLoop();
void Render();
void Update();
void PollEvents();
void Close();
};
Game.cpp
#include <iostream>
#include <string>
#include <ctime>
#include "SDL.h"
#include "Game.hpp"
using namespace std;
Game::Game()
{
for (int i = 0; i < GRID_WIDTH; ++i)
for (int j = 0; j < GRID_HEIGHT; ++j)
{
grid[i][j] = Block::empty;
}
srand(static_cast<unsigned int>(time(0)));
}
void Game::Run()
{
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create Window
window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
{
cout << "Window could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
// Create renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
cout << "Renderer could not be created! SDL_Error: " << SDL_GetError() << endl;
exit(EXIT_FAILURE);
}
alive = true;
running = true;
ReplaceFood();
GameLoop();
}
void Game::ReplaceFood()
{
int x, y;
while (true)
{
x = rand() % GRID_WIDTH;
y = rand() % GRID_HEIGHT;
if (grid[x][y] == Block::empty)
{
grid[x][y] = Block::food;
food.x = x;
food.y = y;
break;
}
}
}
void Game::GameLoop()
{
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
while (running)
{
before = SDL_GetTicks();
PollEvents();
Update();
Render();
frames++;
after = SDL_GetTicks();
frame_time = after - before;
if (after - second >= 1000)
{
fps = frames;
frames = 0;
second = after;
UpdateWindowTitle();
}
if (FRAME_RATE > frame_time)
{
SDL_Delay(FRAME_RATE - frame_time);
}
}
}
void Game::PollEvents()
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
running = false;
}
else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
case SDLK_UP:
if (last_dir != Move::down || size == 1)
dir = Move::up;
break;
case SDLK_DOWN:
if (last_dir != Move::up || size == 1)
dir = Move::down;
break;
case SDLK_LEFT:
if (last_dir != Move::right || size == 1)
dir = Move::left;
break;
case SDLK_RIGHT:
if (last_dir != Move::left || size == 1)
dir = Move::right;
break;
}
}
}
}
int Game::GetSize()
{
return size;
}
void Game::GrowBody(int quantity)
{
growing += quantity;
}
void Game::Update()
{
if (!alive)
return;
switch (dir)
{
case Move::up:
pos.y -= speed;
pos.x = floorf(pos.x);
break;
case Move::down:
pos.y += speed;
pos.x = floorf(pos.x);
break;
case Move::left:
pos.x -= speed;
pos.y = floorf(pos.y);
break;
case Move::right:
pos.x += speed;
pos.y = floorf(pos.y);
break;
}
// Wrap
if (pos.x < 0) pos.x = GRID_WIDTH - 1;
else if (pos.x > GRID_WIDTH - 1) pos.x = 0;
if (pos.y < 0) pos.y = GRID_HEIGHT - 1;
else if (pos.y > GRID_HEIGHT - 1) pos.y = 0;
int new_x = static_cast<int>(pos.x);
int new_y = static_cast<int>(pos.y);
// Check if head position has changed
if (new_x != head.x || new_y != head.y)
{
last_dir = dir;
// If we are growing, just make a new neck
if (growing > 0)
{
size++;
body.push_back(head);
growing--;
grid[head.x][head.y] = Block::body;
}
else
{
// We need to shift the body
SDL_Point free = head;
vector<SDL_Point>::reverse_iterator rit = body.rbegin();
for ( ; rit != body.rend(); ++rit)
{
grid[free.x][free.y] = Block::body;
swap(*rit, free);
}
grid[free.x][free.y] = Block::empty;
}
}
head.x = new_x;
head.y = new_y;
Block & next = grid[head.x][head.y];
// Check if there's food over here
if (next == Block::food)
{
score++;
ReplaceFood();
GrowBody(1);
}
// Check if we're dead
else if (next == Block::body)
{
alive = false;
}
next = Block::head;
}
int Game::GetScore()
{
return score;
}
void Game::UpdateWindowTitle()
{
string title = "Snakle++ Score: " + to_string(score) + " FPS: " + to_string(fps);
SDL_SetWindowTitle(window, title.c_str());
}
void Game::Render()
{
SDL_Rect block;
block.w = SCREEN_WIDTH / GRID_WIDTH;
block.h = SCREEN_WIDTH / GRID_HEIGHT;
// Clear screen
SDL_SetRenderDrawColor(renderer, 0x1E, 0x1E, 0x1E, 0xFF);
SDL_RenderClear(renderer);
// Render food
SDL_SetRenderDrawColor(renderer, 0xFF, 0xCC, 0x00, 0xFF);
block.x = food.x * block.w;
block.y = food.y * block.h;
SDL_RenderFillRect(renderer, &block);
// Render snake's body
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (SDL_Point & point : body)
{
block.x = point.x * block.w;
block.y = point.y * block.h;
SDL_RenderFillRect(renderer, &block);
}
// Render snake's head
block.x = head.x * block.w;
block.y = head.y * block.h;
if (alive) SDL_SetRenderDrawColor(renderer, 0x00, 0x7A, 0xCC, 0xFF);
else SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(renderer, &block);
// Update Screen
SDL_RenderPresent(renderer);
}
void Game::Close()
{
SDL_DestroyWindow(window);
SDL_Quit();
}
c++ beginner snake-game sdl
c++ beginner snake-game sdl
edited 28 mins ago
200_success
129k15153415
129k15153415
asked 6 hours ago
Afonso MatosAfonso Matos
38528
38528
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
Object Usage
This code:
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...isn't doing what I'm pretty sure you think it is. This much: Game game = Game();
creates an object named game
which is of type Game
. But, I'd prefer to use just Game game;
, which accomplishes the same thing more easily.
Then you do: Game().Run();
. This creates another (temporary) Game
object, and invokes the Run
member function on that temporary Game
object (so the Game
object named game
that you just creates sits idly by, doing nothing).
Then you do:
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...which tries to print the score accumulated in the object named game
--but game
hasn't run. Only the temporary object has run (so by rights, the score you display should always be 0
).
If I were doing this, I'd probably do something more like:
Game game;
game.run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
using namespace std;
isn't just using; it's abusing!
I'd (strongly) advise against using namespace std;
. A using directive for another namespace can be all right, but std::
contains a huge amount of stuff, some of it with very common names that are likely to conflict with other code. Worse, every new release of the C++ standard adds still more "stuff" to std
. It's generally preferable to just qualify names when you use them, so (for example) the cout
shown above would be more like:
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << std::endl;
Avoid std::endl
I'd advise avoiding std::endl
in general. Along with writing a new-line to the stream, it flushes the stream. You want the new-line, but almost never want to flush the stream, so it's generally better to just write a n
. On the rare occasion that you actually want the flush, do it explicitly: std::cout << 'n' << std::flush;
.
Avoid the C random number generation routines
C's srand()
/rand()
have quite a few problems. I'd generally advise using the new routines in <random>
instead. This is kind of a pain (seeding the new generators well is particularly painful) but they generally produce much higher quality randomness, are much more friendly to multi-threading, and using them well will keep the cool C++ programmers (now there's an oxymoron) from calling you names.
avoid exit()
When writing C++, it's generally better to avoid using exit
. Calling it generally prevents destructors for objects on the stack from running, so you can't get a clean shutdown.
As a general rule, I'd add a try
/catch
block in main, and where you're currently calling exit()
, throw an object derived from std::exception
. In your case, std::runtime_error
probably make sense.
if (renderer == NULL)
{
throw std::runtime_error(""Renderer could not be created!");
}
In main:
try {
game.Run();
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << 'n';
}
catch (std::exception const &e) {
std::cerr << e.what();
}
$endgroup$
add a comment |
$begingroup$
using namespace std;
is a bad practice. I'm glad to see you didn't use it in the header. It is still preferable not to use it at all. Please see this post for more information.
int main(int argc, char * argv)
It is preferred to use the empty parameter main: int main()
if you are not going to use the command line arguments anyway.
return 0
at the end of main is unnecessary and will be supplied by the compiler.
Bug
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game().Run()
calls the Game
constructor and creates a second instance of Game
and the calls Run()
on that instance. Your postgame stats likely aren't working correctly. No?
Don't use std::endl
. Prefer 'n' instead. std::endl
flushes the stream, which if you wanted to do you could do manually << 'n' << std::flush
and it would be more explicit what you were trying to accomplish.
Read more here.
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
constexpr
is preferred for constants that are known at compile time. They would need moved outside of the class but could still be in the Game header file.
ALL_CAPS names are also typically used for macros. Better use snake_case, camelCase, or PascalCase. (I prefer snake_case for global constants but that's just me.)
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
Here you define a float that is the result of the division of two ints (which won't return a float) and then immediately cast the result to int. It's also mildly worth mentioning that your values divide cleanly (which is why you didn't notice any errors.) I see pos
cast to int
a few other times. Just make it an int
Block grid[GRID_WIDTH][GRID_HEIGHT];
prefer std::array
when you know the size at compile time to C style arrays. standard containers are easier to use with standard algorithms.
srand(static_cast<unsigned int>(time(0)));
srand is not a very good PRNG. Learn the <random>
header.
bool running = false;
bool alive = false;
you define and initialize these to false only to make them true before they can be used properly. Just initialize them to true to begin with. Also prefer brace initialization.
bool running{ true };
bool alive{ true };
prefer nullptr
to NULL
. NULL
is a macro and can be silently converted to int at unintended times.
ReplaceFood()
Once again avoid rand
. But have you considered maintaining an std::vector<Point>
of empty Point
s. Then you can randomly index from the vector to find the location of the next food. You will have to add the previous location of the tail back to the vector on each frame.
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
Don't declare multiple variable on single lines. prefer 1:1 lines to variables. Especially when some are assigned and some are not. This can get confusing to read. is frame_time
assigned 0? I know the answer but its not obvious just by looking at it.
Don't take a parameter in your GrowBody()
function. You only ever grow your snake by one. Just increment the size internally and move on. Only grow by a size provided by a parameter if there is a possibility of different sizes being passed in as arguments.
Your Update()
function is a bit on the larger side. I would break it into two or three helper functions. Maybe the move + wrap in one function and the checks for the head in another.
Then you'd have
void Game::Update()
{
MoveWithWrap();
CheckHead();
}
I also see that you did indeed need floats for the position so I will return to that. I'm not sure I would change the way you do the pos struct after all but I would seriously think about it.
The way to get the result as a float requires casting before the division call:
struct { float x = static_cast<float>(GRID_WIDTH) / 2, y = static_cast<float>(GRID_HEIGHT) / 2; } pos;
$endgroup$
add a comment |
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2 Answers
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2 Answers
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active
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active
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active
oldest
votes
$begingroup$
Object Usage
This code:
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...isn't doing what I'm pretty sure you think it is. This much: Game game = Game();
creates an object named game
which is of type Game
. But, I'd prefer to use just Game game;
, which accomplishes the same thing more easily.
Then you do: Game().Run();
. This creates another (temporary) Game
object, and invokes the Run
member function on that temporary Game
object (so the Game
object named game
that you just creates sits idly by, doing nothing).
Then you do:
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...which tries to print the score accumulated in the object named game
--but game
hasn't run. Only the temporary object has run (so by rights, the score you display should always be 0
).
If I were doing this, I'd probably do something more like:
Game game;
game.run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
using namespace std;
isn't just using; it's abusing!
I'd (strongly) advise against using namespace std;
. A using directive for another namespace can be all right, but std::
contains a huge amount of stuff, some of it with very common names that are likely to conflict with other code. Worse, every new release of the C++ standard adds still more "stuff" to std
. It's generally preferable to just qualify names when you use them, so (for example) the cout
shown above would be more like:
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << std::endl;
Avoid std::endl
I'd advise avoiding std::endl
in general. Along with writing a new-line to the stream, it flushes the stream. You want the new-line, but almost never want to flush the stream, so it's generally better to just write a n
. On the rare occasion that you actually want the flush, do it explicitly: std::cout << 'n' << std::flush;
.
Avoid the C random number generation routines
C's srand()
/rand()
have quite a few problems. I'd generally advise using the new routines in <random>
instead. This is kind of a pain (seeding the new generators well is particularly painful) but they generally produce much higher quality randomness, are much more friendly to multi-threading, and using them well will keep the cool C++ programmers (now there's an oxymoron) from calling you names.
avoid exit()
When writing C++, it's generally better to avoid using exit
. Calling it generally prevents destructors for objects on the stack from running, so you can't get a clean shutdown.
As a general rule, I'd add a try
/catch
block in main, and where you're currently calling exit()
, throw an object derived from std::exception
. In your case, std::runtime_error
probably make sense.
if (renderer == NULL)
{
throw std::runtime_error(""Renderer could not be created!");
}
In main:
try {
game.Run();
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << 'n';
}
catch (std::exception const &e) {
std::cerr << e.what();
}
$endgroup$
add a comment |
$begingroup$
Object Usage
This code:
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...isn't doing what I'm pretty sure you think it is. This much: Game game = Game();
creates an object named game
which is of type Game
. But, I'd prefer to use just Game game;
, which accomplishes the same thing more easily.
Then you do: Game().Run();
. This creates another (temporary) Game
object, and invokes the Run
member function on that temporary Game
object (so the Game
object named game
that you just creates sits idly by, doing nothing).
Then you do:
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...which tries to print the score accumulated in the object named game
--but game
hasn't run. Only the temporary object has run (so by rights, the score you display should always be 0
).
If I were doing this, I'd probably do something more like:
Game game;
game.run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
using namespace std;
isn't just using; it's abusing!
I'd (strongly) advise against using namespace std;
. A using directive for another namespace can be all right, but std::
contains a huge amount of stuff, some of it with very common names that are likely to conflict with other code. Worse, every new release of the C++ standard adds still more "stuff" to std
. It's generally preferable to just qualify names when you use them, so (for example) the cout
shown above would be more like:
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << std::endl;
Avoid std::endl
I'd advise avoiding std::endl
in general. Along with writing a new-line to the stream, it flushes the stream. You want the new-line, but almost never want to flush the stream, so it's generally better to just write a n
. On the rare occasion that you actually want the flush, do it explicitly: std::cout << 'n' << std::flush;
.
Avoid the C random number generation routines
C's srand()
/rand()
have quite a few problems. I'd generally advise using the new routines in <random>
instead. This is kind of a pain (seeding the new generators well is particularly painful) but they generally produce much higher quality randomness, are much more friendly to multi-threading, and using them well will keep the cool C++ programmers (now there's an oxymoron) from calling you names.
avoid exit()
When writing C++, it's generally better to avoid using exit
. Calling it generally prevents destructors for objects on the stack from running, so you can't get a clean shutdown.
As a general rule, I'd add a try
/catch
block in main, and where you're currently calling exit()
, throw an object derived from std::exception
. In your case, std::runtime_error
probably make sense.
if (renderer == NULL)
{
throw std::runtime_error(""Renderer could not be created!");
}
In main:
try {
game.Run();
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << 'n';
}
catch (std::exception const &e) {
std::cerr << e.what();
}
$endgroup$
add a comment |
$begingroup$
Object Usage
This code:
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...isn't doing what I'm pretty sure you think it is. This much: Game game = Game();
creates an object named game
which is of type Game
. But, I'd prefer to use just Game game;
, which accomplishes the same thing more easily.
Then you do: Game().Run();
. This creates another (temporary) Game
object, and invokes the Run
member function on that temporary Game
object (so the Game
object named game
that you just creates sits idly by, doing nothing).
Then you do:
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...which tries to print the score accumulated in the object named game
--but game
hasn't run. Only the temporary object has run (so by rights, the score you display should always be 0
).
If I were doing this, I'd probably do something more like:
Game game;
game.run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
using namespace std;
isn't just using; it's abusing!
I'd (strongly) advise against using namespace std;
. A using directive for another namespace can be all right, but std::
contains a huge amount of stuff, some of it with very common names that are likely to conflict with other code. Worse, every new release of the C++ standard adds still more "stuff" to std
. It's generally preferable to just qualify names when you use them, so (for example) the cout
shown above would be more like:
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << std::endl;
Avoid std::endl
I'd advise avoiding std::endl
in general. Along with writing a new-line to the stream, it flushes the stream. You want the new-line, but almost never want to flush the stream, so it's generally better to just write a n
. On the rare occasion that you actually want the flush, do it explicitly: std::cout << 'n' << std::flush;
.
Avoid the C random number generation routines
C's srand()
/rand()
have quite a few problems. I'd generally advise using the new routines in <random>
instead. This is kind of a pain (seeding the new generators well is particularly painful) but they generally produce much higher quality randomness, are much more friendly to multi-threading, and using them well will keep the cool C++ programmers (now there's an oxymoron) from calling you names.
avoid exit()
When writing C++, it's generally better to avoid using exit
. Calling it generally prevents destructors for objects on the stack from running, so you can't get a clean shutdown.
As a general rule, I'd add a try
/catch
block in main, and where you're currently calling exit()
, throw an object derived from std::exception
. In your case, std::runtime_error
probably make sense.
if (renderer == NULL)
{
throw std::runtime_error(""Renderer could not be created!");
}
In main:
try {
game.Run();
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << 'n';
}
catch (std::exception const &e) {
std::cerr << e.what();
}
$endgroup$
Object Usage
This code:
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...isn't doing what I'm pretty sure you think it is. This much: Game game = Game();
creates an object named game
which is of type Game
. But, I'd prefer to use just Game game;
, which accomplishes the same thing more easily.
Then you do: Game().Run();
. This creates another (temporary) Game
object, and invokes the Run
member function on that temporary Game
object (so the Game
object named game
that you just creates sits idly by, doing nothing).
Then you do:
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
...which tries to print the score accumulated in the object named game
--but game
hasn't run. Only the temporary object has run (so by rights, the score you display should always be 0
).
If I were doing this, I'd probably do something more like:
Game game;
game.run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
using namespace std;
isn't just using; it's abusing!
I'd (strongly) advise against using namespace std;
. A using directive for another namespace can be all right, but std::
contains a huge amount of stuff, some of it with very common names that are likely to conflict with other code. Worse, every new release of the C++ standard adds still more "stuff" to std
. It's generally preferable to just qualify names when you use them, so (for example) the cout
shown above would be more like:
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << std::endl;
Avoid std::endl
I'd advise avoiding std::endl
in general. Along with writing a new-line to the stream, it flushes the stream. You want the new-line, but almost never want to flush the stream, so it's generally better to just write a n
. On the rare occasion that you actually want the flush, do it explicitly: std::cout << 'n' << std::flush;
.
Avoid the C random number generation routines
C's srand()
/rand()
have quite a few problems. I'd generally advise using the new routines in <random>
instead. This is kind of a pain (seeding the new generators well is particularly painful) but they generally produce much higher quality randomness, are much more friendly to multi-threading, and using them well will keep the cool C++ programmers (now there's an oxymoron) from calling you names.
avoid exit()
When writing C++, it's generally better to avoid using exit
. Calling it generally prevents destructors for objects on the stack from running, so you can't get a clean shutdown.
As a general rule, I'd add a try
/catch
block in main, and where you're currently calling exit()
, throw an object derived from std::exception
. In your case, std::runtime_error
probably make sense.
if (renderer == NULL)
{
throw std::runtime_error(""Renderer could not be created!");
}
In main:
try {
game.Run();
std::cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << 'n';
}
catch (std::exception const &e) {
std::cerr << e.what();
}
answered 3 hours ago
Jerry CoffinJerry Coffin
28k461126
28k461126
add a comment |
add a comment |
$begingroup$
using namespace std;
is a bad practice. I'm glad to see you didn't use it in the header. It is still preferable not to use it at all. Please see this post for more information.
int main(int argc, char * argv)
It is preferred to use the empty parameter main: int main()
if you are not going to use the command line arguments anyway.
return 0
at the end of main is unnecessary and will be supplied by the compiler.
Bug
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game().Run()
calls the Game
constructor and creates a second instance of Game
and the calls Run()
on that instance. Your postgame stats likely aren't working correctly. No?
Don't use std::endl
. Prefer 'n' instead. std::endl
flushes the stream, which if you wanted to do you could do manually << 'n' << std::flush
and it would be more explicit what you were trying to accomplish.
Read more here.
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
constexpr
is preferred for constants that are known at compile time. They would need moved outside of the class but could still be in the Game header file.
ALL_CAPS names are also typically used for macros. Better use snake_case, camelCase, or PascalCase. (I prefer snake_case for global constants but that's just me.)
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
Here you define a float that is the result of the division of two ints (which won't return a float) and then immediately cast the result to int. It's also mildly worth mentioning that your values divide cleanly (which is why you didn't notice any errors.) I see pos
cast to int
a few other times. Just make it an int
Block grid[GRID_WIDTH][GRID_HEIGHT];
prefer std::array
when you know the size at compile time to C style arrays. standard containers are easier to use with standard algorithms.
srand(static_cast<unsigned int>(time(0)));
srand is not a very good PRNG. Learn the <random>
header.
bool running = false;
bool alive = false;
you define and initialize these to false only to make them true before they can be used properly. Just initialize them to true to begin with. Also prefer brace initialization.
bool running{ true };
bool alive{ true };
prefer nullptr
to NULL
. NULL
is a macro and can be silently converted to int at unintended times.
ReplaceFood()
Once again avoid rand
. But have you considered maintaining an std::vector<Point>
of empty Point
s. Then you can randomly index from the vector to find the location of the next food. You will have to add the previous location of the tail back to the vector on each frame.
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
Don't declare multiple variable on single lines. prefer 1:1 lines to variables. Especially when some are assigned and some are not. This can get confusing to read. is frame_time
assigned 0? I know the answer but its not obvious just by looking at it.
Don't take a parameter in your GrowBody()
function. You only ever grow your snake by one. Just increment the size internally and move on. Only grow by a size provided by a parameter if there is a possibility of different sizes being passed in as arguments.
Your Update()
function is a bit on the larger side. I would break it into two or three helper functions. Maybe the move + wrap in one function and the checks for the head in another.
Then you'd have
void Game::Update()
{
MoveWithWrap();
CheckHead();
}
I also see that you did indeed need floats for the position so I will return to that. I'm not sure I would change the way you do the pos struct after all but I would seriously think about it.
The way to get the result as a float requires casting before the division call:
struct { float x = static_cast<float>(GRID_WIDTH) / 2, y = static_cast<float>(GRID_HEIGHT) / 2; } pos;
$endgroup$
add a comment |
$begingroup$
using namespace std;
is a bad practice. I'm glad to see you didn't use it in the header. It is still preferable not to use it at all. Please see this post for more information.
int main(int argc, char * argv)
It is preferred to use the empty parameter main: int main()
if you are not going to use the command line arguments anyway.
return 0
at the end of main is unnecessary and will be supplied by the compiler.
Bug
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game().Run()
calls the Game
constructor and creates a second instance of Game
and the calls Run()
on that instance. Your postgame stats likely aren't working correctly. No?
Don't use std::endl
. Prefer 'n' instead. std::endl
flushes the stream, which if you wanted to do you could do manually << 'n' << std::flush
and it would be more explicit what you were trying to accomplish.
Read more here.
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
constexpr
is preferred for constants that are known at compile time. They would need moved outside of the class but could still be in the Game header file.
ALL_CAPS names are also typically used for macros. Better use snake_case, camelCase, or PascalCase. (I prefer snake_case for global constants but that's just me.)
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
Here you define a float that is the result of the division of two ints (which won't return a float) and then immediately cast the result to int. It's also mildly worth mentioning that your values divide cleanly (which is why you didn't notice any errors.) I see pos
cast to int
a few other times. Just make it an int
Block grid[GRID_WIDTH][GRID_HEIGHT];
prefer std::array
when you know the size at compile time to C style arrays. standard containers are easier to use with standard algorithms.
srand(static_cast<unsigned int>(time(0)));
srand is not a very good PRNG. Learn the <random>
header.
bool running = false;
bool alive = false;
you define and initialize these to false only to make them true before they can be used properly. Just initialize them to true to begin with. Also prefer brace initialization.
bool running{ true };
bool alive{ true };
prefer nullptr
to NULL
. NULL
is a macro and can be silently converted to int at unintended times.
ReplaceFood()
Once again avoid rand
. But have you considered maintaining an std::vector<Point>
of empty Point
s. Then you can randomly index from the vector to find the location of the next food. You will have to add the previous location of the tail back to the vector on each frame.
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
Don't declare multiple variable on single lines. prefer 1:1 lines to variables. Especially when some are assigned and some are not. This can get confusing to read. is frame_time
assigned 0? I know the answer but its not obvious just by looking at it.
Don't take a parameter in your GrowBody()
function. You only ever grow your snake by one. Just increment the size internally and move on. Only grow by a size provided by a parameter if there is a possibility of different sizes being passed in as arguments.
Your Update()
function is a bit on the larger side. I would break it into two or three helper functions. Maybe the move + wrap in one function and the checks for the head in another.
Then you'd have
void Game::Update()
{
MoveWithWrap();
CheckHead();
}
I also see that you did indeed need floats for the position so I will return to that. I'm not sure I would change the way you do the pos struct after all but I would seriously think about it.
The way to get the result as a float requires casting before the division call:
struct { float x = static_cast<float>(GRID_WIDTH) / 2, y = static_cast<float>(GRID_HEIGHT) / 2; } pos;
$endgroup$
add a comment |
$begingroup$
using namespace std;
is a bad practice. I'm glad to see you didn't use it in the header. It is still preferable not to use it at all. Please see this post for more information.
int main(int argc, char * argv)
It is preferred to use the empty parameter main: int main()
if you are not going to use the command line arguments anyway.
return 0
at the end of main is unnecessary and will be supplied by the compiler.
Bug
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game().Run()
calls the Game
constructor and creates a second instance of Game
and the calls Run()
on that instance. Your postgame stats likely aren't working correctly. No?
Don't use std::endl
. Prefer 'n' instead. std::endl
flushes the stream, which if you wanted to do you could do manually << 'n' << std::flush
and it would be more explicit what you were trying to accomplish.
Read more here.
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
constexpr
is preferred for constants that are known at compile time. They would need moved outside of the class but could still be in the Game header file.
ALL_CAPS names are also typically used for macros. Better use snake_case, camelCase, or PascalCase. (I prefer snake_case for global constants but that's just me.)
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
Here you define a float that is the result of the division of two ints (which won't return a float) and then immediately cast the result to int. It's also mildly worth mentioning that your values divide cleanly (which is why you didn't notice any errors.) I see pos
cast to int
a few other times. Just make it an int
Block grid[GRID_WIDTH][GRID_HEIGHT];
prefer std::array
when you know the size at compile time to C style arrays. standard containers are easier to use with standard algorithms.
srand(static_cast<unsigned int>(time(0)));
srand is not a very good PRNG. Learn the <random>
header.
bool running = false;
bool alive = false;
you define and initialize these to false only to make them true before they can be used properly. Just initialize them to true to begin with. Also prefer brace initialization.
bool running{ true };
bool alive{ true };
prefer nullptr
to NULL
. NULL
is a macro and can be silently converted to int at unintended times.
ReplaceFood()
Once again avoid rand
. But have you considered maintaining an std::vector<Point>
of empty Point
s. Then you can randomly index from the vector to find the location of the next food. You will have to add the previous location of the tail back to the vector on each frame.
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
Don't declare multiple variable on single lines. prefer 1:1 lines to variables. Especially when some are assigned and some are not. This can get confusing to read. is frame_time
assigned 0? I know the answer but its not obvious just by looking at it.
Don't take a parameter in your GrowBody()
function. You only ever grow your snake by one. Just increment the size internally and move on. Only grow by a size provided by a parameter if there is a possibility of different sizes being passed in as arguments.
Your Update()
function is a bit on the larger side. I would break it into two or three helper functions. Maybe the move + wrap in one function and the checks for the head in another.
Then you'd have
void Game::Update()
{
MoveWithWrap();
CheckHead();
}
I also see that you did indeed need floats for the position so I will return to that. I'm not sure I would change the way you do the pos struct after all but I would seriously think about it.
The way to get the result as a float requires casting before the division call:
struct { float x = static_cast<float>(GRID_WIDTH) / 2, y = static_cast<float>(GRID_HEIGHT) / 2; } pos;
$endgroup$
using namespace std;
is a bad practice. I'm glad to see you didn't use it in the header. It is still preferable not to use it at all. Please see this post for more information.
int main(int argc, char * argv)
It is preferred to use the empty parameter main: int main()
if you are not going to use the command line arguments anyway.
return 0
at the end of main is unnecessary and will be supplied by the compiler.
Bug
int main(int argc, char * argv)
{
Game game = Game();
Game().Run();
cout << "Game has terminated successfully, score: " << game.GetScore()
<< ", size: " << game.GetSize() << endl;
return 0;
}
Game().Run()
calls the Game
constructor and creates a second instance of Game
and the calls Run()
on that instance. Your postgame stats likely aren't working correctly. No?
Don't use std::endl
. Prefer 'n' instead. std::endl
flushes the stream, which if you wanted to do you could do manually << 'n' << std::flush
and it would be more explicit what you were trying to accomplish.
Read more here.
static const int FRAME_RATE = 1000 / 60;
static const int SCREEN_WIDTH = 640;
static const int SCREEN_HEIGHT = 640;
static const int GRID_WIDTH = 32;
static const int GRID_HEIGHT = 32;
constexpr
is preferred for constants that are known at compile time. They would need moved outside of the class but could still be in the Game header file.
ALL_CAPS names are also typically used for macros. Better use snake_case, camelCase, or PascalCase. (I prefer snake_case for global constants but that's just me.)
struct { float x = GRID_WIDTH / 2, y = GRID_HEIGHT / 2; } pos;
SDL_Point head = { static_cast<int>(pos.x), static_cast<int>(pos.y) };
Here you define a float that is the result of the division of two ints (which won't return a float) and then immediately cast the result to int. It's also mildly worth mentioning that your values divide cleanly (which is why you didn't notice any errors.) I see pos
cast to int
a few other times. Just make it an int
Block grid[GRID_WIDTH][GRID_HEIGHT];
prefer std::array
when you know the size at compile time to C style arrays. standard containers are easier to use with standard algorithms.
srand(static_cast<unsigned int>(time(0)));
srand is not a very good PRNG. Learn the <random>
header.
bool running = false;
bool alive = false;
you define and initialize these to false only to make them true before they can be used properly. Just initialize them to true to begin with. Also prefer brace initialization.
bool running{ true };
bool alive{ true };
prefer nullptr
to NULL
. NULL
is a macro and can be silently converted to int at unintended times.
ReplaceFood()
Once again avoid rand
. But have you considered maintaining an std::vector<Point>
of empty Point
s. Then you can randomly index from the vector to find the location of the next food. You will have to add the previous location of the tail back to the vector on each frame.
Uint32 before, second = SDL_GetTicks(), after;
int frame_time, frames = 0;
Don't declare multiple variable on single lines. prefer 1:1 lines to variables. Especially when some are assigned and some are not. This can get confusing to read. is frame_time
assigned 0? I know the answer but its not obvious just by looking at it.
Don't take a parameter in your GrowBody()
function. You only ever grow your snake by one. Just increment the size internally and move on. Only grow by a size provided by a parameter if there is a possibility of different sizes being passed in as arguments.
Your Update()
function is a bit on the larger side. I would break it into two or three helper functions. Maybe the move + wrap in one function and the checks for the head in another.
Then you'd have
void Game::Update()
{
MoveWithWrap();
CheckHead();
}
I also see that you did indeed need floats for the position so I will return to that. I'm not sure I would change the way you do the pos struct after all but I would seriously think about it.
The way to get the result as a float requires casting before the division call:
struct { float x = static_cast<float>(GRID_WIDTH) / 2, y = static_cast<float>(GRID_HEIGHT) / 2; } pos;
answered 3 hours ago
bruglescobruglesco
1,4602721
1,4602721
add a comment |
add a comment |
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