feat: finished implementing ghost, started working on infomodus

This commit is contained in:
moonleay 2025-01-19 04:20:02 +01:00
parent 11ab3ee46d
commit c856139997
Signed by: moonleay
GPG key ID: 82667543CCD715FB
17 changed files with 361 additions and 156 deletions

View file

@ -2,13 +2,13 @@
#include "../Environment/Maze.h" #include "../Environment/Maze.h"
namespace game { namespace game {
Entity::Entity(PositionVector starting_position, char display_character): pos(starting_position), display_character(display_character), move_left(true){} Entity::Entity(const Vector2d starting_position, const char display_character): pos(starting_position), display_character(display_character), move_left(true){}
bool Entity::is_at_position(const PositionVector& position) const { bool Entity::is_at_position(const Vector2d& position) const {
return this->pos.eq(position); return this->pos.eq(position);
} }
void Entity::tick(Maze& maze, const PositionVector& player_position){ void Entity::tick(const Maze& maze, const Vector2d& player_position){
switch (this->display_character) { switch (this->display_character) {
case 'A': case 'A':
// No thoughts, head empty :P // No thoughts, head empty :P
@ -20,12 +20,14 @@ namespace game {
this->handle_connelly(maze, player_position); this->handle_connelly(maze, player_position);
return; return;
default: default:
cout << "ERR: THIS IS NOT A GHOST!";
/// This case will never happen
return; return;
} }
} }
void Entity::handle_bowie(Maze& maze) { void Entity::handle_bowie(const Maze& maze) {
PositionVector target_position = {this->pos.x, this->pos.y}; Vector2d target_position = this->pos;
if (this->move_left) if (this->move_left)
target_position.change_x(-1); target_position.change_x(-1);
else else
@ -36,14 +38,67 @@ namespace game {
this->move_left = !this->move_left; this->move_left = !this->move_left;
} }
void Entity::handle_connelly(Maze& maze, const PositionVector& player_position) { bool Entity::connelly_move_up(const Maze& maze) {
PositionVector diff = maze.get_distance_pos1_pos2(player_position, this->pos); Vector2d top = this->pos.get_new_updated(0, 1);
PositionVector normalized_diff = {diff.x, diff.y}; if (maze.is_pos_free(top, false)) {
normalized_diff.normalize(); this->pos = top;
PositionVector target_position = {this->pos.x, this->pos.y}; return true;
}
return false;
} }
char Entity::get_display_character() { bool Entity::connelly_move_down(const Maze& maze) {
Vector2d bottom = this->pos.get_new_updated(0, -1);
if (maze.is_pos_free(bottom, false)) {
this-> pos = bottom;
return true;
}
return false;
}
bool Entity::connelly_move_left(const Maze& maze) {
Vector2d left = this->pos.get_new_updated(-1, 0);
if (maze.is_pos_free(left, false)) {
this->pos = left;
return true;
}
return false;
}
bool Entity::connelly_move_right(const Maze& maze) {
Vector2d right = this->pos.get_new_updated(1, 0);
if (maze.is_pos_free(right, false)) {
this->pos = right;
return true;
}
return false;
}
void Entity::handle_connelly(const Maze& maze, const Vector2d& player_position) {
Vector2d diff = maze.get_delta_vector(player_position, this->pos);
Vector2d normalized = diff.normalize();
if ((normalized.y == normalized.x || normalized.y > normalized.x) && normalized.y != 0) {
if (diff.y > 0 ) {
if (this->connelly_move_up(maze))
return;
} else {
if (this->connelly_move_down(maze))
return;
}
}
if (normalized.x != 0) {
if (diff.x > 0){
if (this->connelly_move_right(maze))
return;
}
else {
bool _ = this->connelly_move_left(maze);
}
}
}
char Entity::get_display_character() const {
return this->display_character; return this->display_character;
} }
} }

View file

@ -1,5 +1,4 @@
#include "../Util/PositionVector.h" #include "../Util/Vector2d.h"
#ifndef ENTITY_H #ifndef ENTITY_H
#define ENTITY_H #define ENTITY_H
@ -7,19 +6,60 @@
namespace game namespace game
{ {
class Maze; class Maze;
/// Eine Entität, z.B. ein Geist
class Entity { class Entity {
private: private:
PositionVector pos; /// Die aktuelle Position des Geistes
Vector2d pos;
/// Wie der Geist dargestellt werden sollte
char display_character; char display_character;
/// Ist wahr, wenn der Bowie nach Links läuft, falsch, wenn er nach Rechts läuft.
bool move_left; bool move_left;
void handle_bowie(Maze& maze); /// Behandle Bowie Bewegungen
void handle_connelly(Maze& maze, const PositionVector& player_position); /// @param maze Das Labyrinth
void handle_bowie(const Maze& maze);
/// Behandle Connelly Bewegungen
/// @param maze Das Labyrinth
/// @param player_position Die Position des Spielers
void handle_connelly(const Maze& maze, const Vector2d& player_position);
/// Versuche den Connelly nach oben zu bewegen
/// @param maze Das Labyrinth
/// @returns Ob die Bewegung geglückt hat
bool connelly_move_up(const Maze& maze);
/// Versuche den Connelly nach unten zu bewegen
/// @param maze Das Labyrinth
/// @returns Ob die Bewegung geglückt hat
bool connelly_move_down(const Maze& maze);
/// Versuche den Connelly nach links zu bewegen
/// @param maze Das Labyrinth
/// @returns Ob die Bewegung geglückt hat
bool connelly_move_left(const Maze& maze);
/// Versuche den Connelly nach Rechts zu bewegen
/// @param maze Das Labyrinth
/// @returns Ob die Bewegung geglückt hat
bool connelly_move_right(const Maze& maze);
public: public:
Entity(PositionVector starting_position, char display_character); Entity(Vector2d starting_position, char display_character);
void tick(Maze& maze, const PositionVector& player_position);
bool is_at_position(const PositionVector& position) const; /// Halte den Entität bzw. den Geist up to date, bewege ihn
char get_display_character(); /// @param maze Das Labyrinth
/// @param player_position Die Position des Spielers
void tick(const Maze& maze, const Vector2d& player_position);
/// Kontrolliere, ob sich das Entity auf einer Position befindet
/// @param position Die Position
/// @returns Ob das sich das Entity auf der Position befindet
bool is_at_position(const Vector2d& position) const;
/// Besorge dir das Zeichen, was auf dem Labyrinth angezeigt werden soll
/// @returns Das Zeichen
char get_display_character() const;
}; };
} // game } // game

View file

@ -14,23 +14,23 @@ namespace game
{ {
} }
Player::Player(const PositionVector pos) : pos(pos), keys_in_inventory(0) Player::Player(const Vector2d pos) : pos(pos), keys_in_inventory(0)
{ {
} }
PositionVector Player::get_pos() const Vector2d Player::get_pos() const
{ {
return this->pos; return this->pos;
} }
void Player::update_position(const PositionVector& target) void Player::update_position(const Vector2d& target)
{ {
this->pos = target; this->pos = target;
} }
Maze Player::handle_move(Maze& maze, const PositionVector& move_vector) Maze Player::handle_move(Maze& maze, const Vector2d& move_vector)
{ {
const PositionVector target_position = PositionVector(this->get_pos().x + move_vector.x, const Vector2d target_position = Vector2d(this->get_pos().x + move_vector.x,
this->get_pos().y + move_vector.y); this->get_pos().y + move_vector.y);
if (maze.is_pos_free(target_position, this->has_key_available())) if (maze.is_pos_free(target_position, this->has_key_available()))
@ -43,21 +43,21 @@ namespace game
} }
Maze Player::handle_user_input(Maze& maze, const char& input) { Maze Player::handle_user_input(Maze& maze, const char& input) {
PositionVector move_vector = {0, 0}; Vector2d move_vector = {0, 0};
switch (input) { switch (input) {
case 'w': case 'w':
move_vector = {-1, 0};
break;
case 's':
move_vector = {1, 0};
break;
case 'a':
move_vector = {0, -1}; move_vector = {0, -1};
break; break;
case 'd': case 's':
move_vector = {0, 1}; move_vector = {0, 1};
break; break;
case 'a':
move_vector = {-1, 0};
break;
case 'd':
move_vector = {1, 0};
break;
} }
this->handle_move(maze, move_vector); this->handle_move(maze, move_vector);
@ -80,7 +80,7 @@ namespace game
} }
} }
GameState Player::handle_collisions(const Game& game, const Maze& maze) { GameState Player::handle_collisions(const Game& game, const Maze& maze) const {
char field_at_pos = maze.get_field(this->get_pos()); char field_at_pos = maze.get_field(this->get_pos());
// Game state sanity check // Game state sanity check
if (game.get_state() != GameState::RUNNING) if (game.get_state() != GameState::RUNNING)
@ -96,9 +96,9 @@ namespace game
} }
void Player::tick(const Game& game, Maze& maze) { GameState Player::tick(const Game& game, Maze& maze) {
this->handle_keys(maze); this->handle_keys(maze);
this->handle_collisions(game, maze); return this->handle_collisions(game, maze);
} }
bool Player::has_key_available() const bool Player::has_key_available() const

View file

@ -1,4 +1,4 @@
#include "../Util/PositionVector.h" #include "../Util/Vector2d.h"
#include "../Util/GameState.h" #include "../Util/GameState.h"
#ifndef PLAYER_H #ifndef PLAYER_H
@ -17,14 +17,14 @@ namespace game
{ {
private: private:
/// Die Position des Spielers /// Die Position des Spielers
PositionVector pos; Vector2d pos;
int keys_in_inventory; int keys_in_inventory;
/// Bewege den Splieler um den Bewegungsvektor, insofern die Zielposition begehbar ist /// Bewege den Splieler um den Bewegungsvektor, insofern die Zielposition begehbar ist
/// @param maze Das Maze /// @param maze Das Maze
/// @param move_vector Die gewollte Bewegung /// @param move_vector Die gewollte Bewegung
/// @return Die neue Position des Spielers /// @return Die neue Position des Spielers
Maze handle_move(Maze& maze, const PositionVector& move_vector); Maze handle_move(Maze& maze, const Vector2d& move_vector);
/// Gebe oder Nehme dem Spieler Schlüssel /// Gebe oder Nehme dem Spieler Schlüssel
/// Updated auch das Maze (Reference!) /// Updated auch das Maze (Reference!)
@ -33,7 +33,7 @@ namespace game
/// Kontrolliere, ob der Spieler gerade in einem Geist steht /// Kontrolliere, ob der Spieler gerade in einem Geist steht
/// @param maze Das Maze /// @param maze Das Maze
GameState handle_collisions(const Game& game, const Maze& maze); GameState handle_collisions(const Game& game, const Maze& maze) const;
public: public:
/// Ein Spieler. /// Ein Spieler.
@ -44,21 +44,26 @@ namespace game
/// Ein Spieler /// Ein Spieler
/// @param pos Die Startposition des Spielers /// @param pos Die Startposition des Spielers
explicit Player(PositionVector pos); explicit Player(Vector2d pos);
/// Kriege die Position des Spielers /// Kriege die Position des Spielers
/// @return Die Position des Spielers /// @return Die Position des Spielers
PositionVector get_pos() const; Vector2d get_pos() const;
/// Aktuallisiere die Position des Spielers ohne weitere Checks /// Aktuallisiere die Position des Spielers ohne weitere Checks
/// @param target Das ziel /// @param target Das ziel
void update_position(const PositionVector& target); void update_position(const Vector2d& target);
/// /// Behandle die eingabe des Nutzers für den Spieler
/// @param maze Das Labyrinth
/// @param input Die Eingabe des Nutzers
Maze handle_user_input(Maze& maze, const char& input); Maze handle_user_input(Maze& maze, const char& input);
/// /// Halte den Spieler aktuell
void tick(const Game& game, Maze& maze); /// @param game Das Spiel
/// @param maze Das Labyrinth
/// @returns Der Status des Spiels
GameState tick(const Game& game, Maze& maze);
/// Check, if a player has at least one key /// Check, if a player has at least one key
/// @return If the player as an available key /// @return If the player as an available key

View file

@ -1,9 +1,8 @@
#include "Game.h" #include "Game.h"
#include "../Entities/Player.h"
#include "Maze.h" #include "Maze.h"
#include "../Exceptions/MovementNotPossible.h" #include "../Exceptions/MovementNotPossible.h"
#include "../Exceptions/UnkownAction.h" #include "../Exceptions/UnkownAction.h"
#include "../Util/PositionVector.h" #include "../Util/Vector2d.h"
using game::Player; using game::Player;
using game::Maze; using game::Maze;
@ -12,11 +11,12 @@ using game_exceptions::MovementNotPossible;
namespace game namespace game
{ {
Game::Game(Maze& maze): maze(maze), player(0, 0), infomode_enabled(false), state(GameState::RUNNING), enemies({}) Game::Game(Maze& maze) : maze(maze), player(0, 0), enemies({}), state(GameState::RUNNING), infomode_enabled(false)
{ {
PositionVector player_start_position = this->maze.get_player_start_position(); Vector2d player_start_position = this->maze.get_player_start_position();
this->player = Player(player_start_position); this->player = Player(player_start_position);
this->enemies = maze.get_entities();
} }
GameState Game::get_state() const { GameState Game::get_state() const {
@ -32,8 +32,12 @@ namespace game
case 's': case 's':
case 'd': case 'd':
break; break;
case 'i':
this->infomode_enabled = !this->infomode_enabled;
break;
case 'q': case 'q':
this->state = GameState::QUITTING; this->state = GameState::QUITTING;
break;
case 'h': case 'h':
cout << cout <<
"Du wurdest von einem Zauberer in ein Labyrinth gesperrt, nachdem du seine Künste beleidigt hast.\n" "Du wurdest von einem Zauberer in ein Labyrinth gesperrt, nachdem du seine Künste beleidigt hast.\n"
@ -46,14 +50,15 @@ namespace game
} }
} }
bool Game::is_enemy_at_pos(const PositionVector& position) const{ bool Game::is_enemy_at_pos(const Vector2d& position) const {
for (Entity e : this->enemies) for (Entity e : this->enemies)
if (e.is_at_position(position)) if (e.is_at_position(position))
return true; return true;
return false; return false;
} }
bool Game::should_end_game() { bool Game::should_end_game() const
{
return this->state != GameState::RUNNING; return this->state != GameState::RUNNING;
} }
@ -64,7 +69,7 @@ namespace game
// Hauptschleife // Hauptschleife
while (true) while (true)
{ {
this->maze.render(this->player, this->enemies); this->maze.render(this->player, this->enemies, this->infomode_enabled);
if (this->maze.is_player_at_goal(this->player)) if (this->maze.is_player_at_goal(this->player))
{ {
@ -74,6 +79,9 @@ namespace game
cin >> game_input; cin >> game_input;
if (!cin)
this->state = GameState::QUITTING;
try try
{ {
this->handle_user_input(game_input); this->handle_user_input(game_input);
@ -86,12 +94,12 @@ namespace game
cout << err.what() << "\n"; cout << err.what() << "\n";
} }
this->player.tick(*this, this->maze); this->state = this->player.tick(*this, this->maze);
for (Entity e : this->enemies) for (Entity& e : this->enemies)
e.tick(this->maze, this->player.get_pos()); e.tick(this->maze, this->player.get_pos());
this->player.tick(*this, this->maze); this->state = this->player.tick(*this, this->maze);
if (this->should_end_game()) if (this->should_end_game())
return; return;

View file

@ -33,7 +33,7 @@ namespace game
void handle_user_input(const char& input); void handle_user_input(const char& input);
/// Kontrolliere, ob das Spiel beendet werden sollte /// Kontrolliere, ob das Spiel beendet werden sollte
bool should_end_game(); bool should_end_game() const;
/// Starte das Spiel /// Starte das Spiel
void run_game(); void run_game();
@ -42,7 +42,10 @@ namespace game
/// @returns Den aktuellen Status /// @returns Den aktuellen Status
GameState get_state() const; GameState get_state() const;
bool is_enemy_at_pos(const PositionVector& position) const ; /// Krontroliere ob ein Geist sich an einer Position befindet
/// @param position Die Position
/// @returns Ob sich dort ein Geist aufhält
bool is_enemy_at_pos(const Vector2d& position) const ;
}; };
} // game } // game

View file

@ -2,14 +2,18 @@
#include "../Entities/Player.h" #include "../Entities/Player.h"
#include "../Exceptions/MalformedMaze.h" #include "../Exceptions/MalformedMaze.h"
#include "../Entities/Entity.h" #include "../Entities/Entity.h"
#include "../Util/MathUtil.h"
using game_exceptions::MalformedMaze; using game_exceptions::MalformedMaze;
namespace game namespace game
{ {
Maze::Maze(const vector<vector<char>> play_field, const vector<int> player_start_position, const vector<Entity> enemies): class MathUtil;
Maze::Maze(const vector<vector<char>>& play_field, const vector<int>& player_start_position, const vector<Entity>& enemies):
field(play_field), field(play_field),
player_start_position(PositionVector{player_start_position[1], player_start_position[0]}) player_start_position(Vector2d{player_start_position[1], player_start_position[0]}),
enemies(enemies)
{ {
if (!this->is_pos_free(this->player_start_position, false)) if (!this->is_pos_free(this->player_start_position, false))
throw MalformedMaze("Player oob"); throw MalformedMaze("Player oob");
@ -25,7 +29,7 @@ namespace game
return this->field[player.get_pos().y][player.get_pos().x] == 'Z'; return this->field[player.get_pos().y][player.get_pos().x] == 'Z';
} }
bool Maze::is_pos_free(const PositionVector& pos, const bool& player_has_key) const bool Maze::is_pos_free(const Vector2d& pos, const bool& player_has_key) const
{ {
if (pos.x < 0 || pos.y < 0 || pos.y > field.size() - 1 || pos.x > field[pos.y].size() - 1) if (pos.x < 0 || pos.y < 0 || pos.y > field.size() - 1 || pos.x > field[pos.y].size() - 1)
return false; return false;
@ -36,7 +40,7 @@ namespace game
return true; return true;
} }
void Maze::render(const Player& player, const vector<Entity> entities) const void Maze::render(const Player& player, const vector<Entity> entities, const bool& infomode_enabled)
{ {
for (int y = 0; y < field.size(); ++y) for (int y = 0; y < field.size(); ++y)
{ {
@ -56,38 +60,56 @@ namespace game
} }
cout << " "; cout << " ";
} }
if (y == 0 && infomode_enabled)
{
int steps = this->calculate_steps_until_win(player.get_pos(), 5);
if (steps > 999)
cout << steps << "Schritte bis zum Ziel";
}
cout << "\n"; cout << "\n";
} }
} }
char Maze::get_field(const PositionVector& pos) const char Maze::get_field(const Vector2d& pos) const
{ {
return this->field[pos.y][pos.x]; return this->field[pos.y][pos.x];
} }
void Maze::update_field(const PositionVector& pos, const char& target) void Maze::update_field(const Vector2d& pos, const char& target)
{ {
this->field[pos.y][pos.x] = target; this->field[pos.y][pos.x] = target;
} }
PositionVector Maze::get_player_start_position() const Vector2d Maze::get_player_start_position() const
{ {
return this->player_start_position; return this->player_start_position;
} }
PositionVector Maze::get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2) { Vector2d Maze::get_delta_vector(const Vector2d& pos1, const Vector2d& pos2) const {
int x_diff = pos1.x - pos2.x; int x_diff = pos1.x - pos2.x;
int y_diff = pos1.y - pos2.y; int y_diff = pos1.y - pos2.y;
return {x_diff, y_diff}; return {x_diff, y_diff};
} }
int Maze::calculate_steps(const PositionVector& target_position, PositionVector position, int steps) { int Maze::calculate_steps_until_win(const Vector2d& position, const int& steps) {
if (this->is_pos_free(position, false)) if (!this->is_pos_free(position, false))
return 999; return 999;
if (target_position.eq(position)) if (this->get_field(position) == 'Z')
return 0; return 0;
if (steps <= 0) if (steps <= 0)
return 999; return 999;
vector<int> i; vector<int> i;
i.push_back(this->calculate_steps_until_win(position.get_new_updated(0, -1), steps - 1));
i.push_back(this->calculate_steps_until_win(position.get_new_updated(0, 1), steps - 1));
i.push_back(this->calculate_steps_until_win(position.get_new_updated(1, 0), steps - 1));
i.push_back(this->calculate_steps_until_win(position.get_new_updated(-1, 0), steps - 1));
return MathUtil::get_min(i) + 1;
}
vector<Entity> Maze::get_entities() {
return this->enemies;
} }
} // game } // game

View file

@ -1,5 +1,5 @@
#include "../std_lib_inc.h" #include "../std_lib_inc.h"
#include "../Util/PositionVector.h" #include "../Util/Vector2d.h"
#ifndef MAZE_H #ifndef MAZE_H
#define MAZE_H #define MAZE_H
@ -18,12 +18,13 @@ namespace game
/// Das Spielfeld /// Das Spielfeld
vector<vector<char>> field; vector<vector<char>> field;
/// Die Startposition des Spielers /// Die Startposition des Spielers
PositionVector player_start_position; Vector2d player_start_position;
/// Eine Liste an Gegnern
vector<Entity> enemies;
public: public:
/// Das Spielfeld /// Das Spielfeld
Maze(const vector<vector<char>> play_field, const vector<int> player_start_position, const vector<Entity> enemies); Maze(const Vector<Vector<char>>& play_field, const Vector<int>& player_start_position, const Vector<Entity>& enemies);
/// Kontrolliere, ob der Spieler stirbt /// Kontrolliere, ob der Spieler stirbt
/// @param player Der Spieler /// @param player Der Spieler
/// @return Ob der Spieler tot ist /// @return Ob der Spieler tot ist
@ -38,31 +39,40 @@ namespace game
/// @param pos Die Position, die überprüft werden soll /// @param pos Die Position, die überprüft werden soll
/// @param player_has_key If the player has at least one key /// @param player_has_key If the player has at least one key
/// @return Ob die Position begehbar ist /// @return Ob die Position begehbar ist
bool is_pos_free(const PositionVector& pos, const bool& player_has_key) const; bool is_pos_free(const Vector2d& pos, const bool& player_has_key) const;
/// Zeige das Spielfeld in der Konsole an /// Zeige das Spielfeld in der Konsole an
/// @param player Der Spieler /// @param player Der Spieler
void render(const Player& player, const vector<Entity> entities) const; /// @param infomode_enabled Ob der Infomode aktiv ist
void render(const Player& player, vector<Entity> entities, const bool& infomode_enabled);
/// Kriege den Wert einer Position /// Kriege den Wert einer Position
/// @param pos Die gewollte Position /// @param pos Die gewollte Position
/// @return Der Wert der Position /// @return Der Wert der Position
char get_field(const PositionVector& pos) const; char get_field(const Vector2d& pos) const;
/// Ersetze den Wert von einer Position /// Ersetze den Wert von einer Position
/// @param pos Die Position die ersetzt werden soll /// @param pos Die Position die ersetzt werden soll
/// @param target Der Wert, auf den die Position gesetzt werden soll /// @param target Der Wert, auf den die Position gesetzt werden soll
void update_field(const PositionVector& pos, const char& target); void update_field(const Vector2d& pos, const char& target);
/// Kriege die Startposition des Spielers /// Kriege die Startposition des Spielers
/// @return Die Startposition des Spielers /// @return Die Startposition des Spielers
PositionVector get_player_start_position() const; Vector2d get_player_start_position() const;
/// Berrechne den Abstand zwischen zwei Vektoren /// Berrechne den Abstand zwischen zwei Vektoren
/// @return Der Abstand als Differenzvektor /// @return Der Abstand als Differenzvektor
PositionVector get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2); Vector2d get_delta_vector(const Vector2d& pos1, const Vector2d& pos2) const;
int calculate_steps(const PositionVector& target_position, PositionVector position, int steps); /// Berechne wie viele Schritte benötigt werden, um das Labyrinth zu schaffen
/// @warning Steps nicht zu groß setzen! Diese Funktion ist 4-fach rekursiv!
/// @param position Die Startposition
/// @param steps Wie viele Schritte maximal gegangen werden sollten
/// @returns Wie viele Schritte benötigt werden
int calculate_steps_until_win(const Vector2d& position, const int& steps);
/// Kriege alle eingelesenen Entities
vector<Entity> get_entities();
}; };
} // game } // game

11
src/Util/MathUtil.cpp Normal file
View file

@ -0,0 +1,11 @@
#include "MathUtil.h"
namespace game {
int MathUtil::get_min(const vector<int>& numbers) {
int i = numbers[0];
for (const int j : numbers)
if (j < i)
i = j;
return i;
}
} // game

16
src/Util/MathUtil.h Normal file
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@ -0,0 +1,16 @@
#include "../std_lib_inc.h"
#ifndef UTIL_H
#define UTIL_H
namespace game
{
class MathUtil{
public:
/// Gebe die minimale Nummer aus einer Liste zurück
/// @param numbers Eine liste an nummern
/// @returns Die kleinste Nummer
static int get_min(const vector<int>& numbers);
};
} // game
#endif //UTIL_H

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@ -65,12 +65,14 @@ namespace game
if (!validate_maze_element(input)) if (!validate_maze_element(input))
throw MalformedMaze("The given input is not a valid element of a maze!"); throw MalformedMaze("The given input is not a valid element of a maze!");
if (!is_valid_enemy(input)) if (is_valid_enemy(input))
row.push_back(input); {
else {
enemies.push_back(Entity({x, y}, input)); enemies.push_back(Entity({x, y}, input));
row.push_back('.'); row.push_back('.');
} }
else {
row.push_back(input);
}
} }
field.push_back(row); field.push_back(row);
@ -78,6 +80,6 @@ namespace game
vector<int> player_start_pos = request_numbers_from_user(2); vector<int> player_start_pos = request_numbers_from_user(2);
return Maze(field, player_start_pos, enemies); return {field, player_start_pos, enemies};
} // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1` } // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1`
} // game } // game

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@ -19,7 +19,9 @@ namespace game
/// Erlaubte Zeichen in einem Labyrinth /// Erlaubte Zeichen in einem Labyrinth
/// Ist eine Konstante, darf also in global scope /// Ist eine Konstante, darf also in global scope
static const vector<char> valid_maze_elements = {'Z', '.', '#', 'A', 'K', 'T', 'B', 'C'}; static const vector<char> valid_maze_elements = {'Z', '.', '#', 'A', 'K', 'T', 'B', 'C'};
/// Welche Geistertypen es gibt
static const vector<char> valid_enemies = {'A', 'B', 'C'}; static const vector<char> valid_enemies = {'A', 'B', 'C'};
/// Die Maximale Labyrinthgröße
static constexpr int MAX_MAZE_SIZE = 20; static constexpr int MAX_MAZE_SIZE = 20;
class Maze; class Maze;
@ -36,6 +38,9 @@ namespace game
/// @return Ob das gegebene Zeichen in einem Labyrinth vorkommen darf /// @return Ob das gegebene Zeichen in einem Labyrinth vorkommen darf
static bool validate_maze_element(const char& target); static bool validate_maze_element(const char& target);
/// Ob der angegebene char in valider Geist ist
/// @param target Der zu kontrollierende Wert
/// @returns Ob der Wert ein Valider Geist ist
static bool is_valid_enemy(const char& target); static bool is_valid_enemy(const char& target);
public: public:

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@ -1,35 +0,0 @@
#include "PositionVector.h"
namespace game
{
PositionVector::PositionVector(const int x, const int y)
{
this->x = x;
this->y = y;
}
void PositionVector::update(const int& x, const int& y)
{
this->x = x;
this->y = y;
}
void PositionVector::change_x(const int& amount) {
this->x += amount;
}
void PositionVector::change_y(const int& amount) {
this->y += amount;
}
void PositionVector::normalize() {
if (this->x < 0)
this->x *= -1;
if (this->y < 0)
this->y *= -1;
}
bool PositionVector::eq(const PositionVector& position) const {
return this->x == position.x && this->y == position.y;
}
} // game

View file

@ -1,35 +0,0 @@
#ifndef POSITION_H
#define POSITION_H
namespace game
{
/// Ein Vector aus zwei zahlen.
/// Kann eine Position oder eine Differenz zwischen zwei Positionen darstellen.
struct PositionVector
{
// struct -> members public by default
// Die beiden Variablen des Vectors
int x;
int y;
/// Ein Vector aus zwei zahlen.
/// Kann eine Position oder eine Differenz zwischen zwei Positionen darstellen.
/// @param x Die 'X'-Koordinate
/// @param y Die 'Y'-Koordinate
PositionVector(int x, int y);
/// Aktualisiere die Werte des Vectors
/// @param x Die neue 'X'-Koordinate
/// @param y Die neue 'Y'-Koordinate
void update(const int& x, const int& y);
void change_x(const int& amount);
void change_y(const int& amount);
void normalize();
bool eq(const PositionVector& position)const ;
};
} // game
#endif //POSITION_H

47
src/Util/Vector2d.cpp Normal file
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@ -0,0 +1,47 @@
#include "Vector2d.h"
namespace game
{
Vector2d::Vector2d(const int x, const int y)
{
this->x = x;
this->y = y;
}
void Vector2d::update(const int& x, const int& y)
{
this->x = x;
this->y = y;
}
void Vector2d::change_x(const int& amount) {
this->x += amount;
}
void Vector2d::change_y(const int& amount) {
this->y += amount;
}
Vector2d Vector2d::normalize() {
Vector2d v = *this;
if (v.x < 0)
v.x *= -1;
if (v.y < 0)
v.y *= -1;
return v;
}
bool Vector2d::eq(const Vector2d& position) const {
return this->x == position.x && this->y == position.y;
}
Vector2d Vector2d::get_new_updated(const int& diff_x, const int& diff_y) const {
Vector2d new_position = *this;
new_position.change_x(diff_x);
new_position.change_y(diff_y);
return new_position;
}
} // game

51
src/Util/Vector2d.h Normal file
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@ -0,0 +1,51 @@
#ifndef POSITION_H
#define POSITION_H
namespace game
{
/// Ein Vector aus zwei zahlen.
/// Kann eine Position oder eine Differenz zwischen zwei Positionen darstellen.
struct Vector2d
{
// struct -> members public by default
// Die beiden Variablen des Vectors
int x;
int y;
/// Ein Vector aus zwei zahlen.
/// Kann eine Position oder eine Differenz zwischen zwei Positionen darstellen.
/// @param x Die 'X'-Koordinate
/// @param y Die 'Y'-Koordinate
Vector2d(int x, int y);
/// Aktualisiere die Werte des Vectors
/// @param x Die neue 'X'-Koordinate
/// @param y Die neue 'Y'-Koordinate
void update(const int& x, const int& y);
/// Verschiebe den X Wert des Vektors um eine Anzahl
/// @param amount Die zu verschiebene Anzahl
void change_x(const int& amount);
/// Verschiebe den Y Wert des Vektors um eine Anzhal
/// @param amount Die zu verschiebene Anzahl
void change_y(const int& amount);
/// Kriege einen normalisierten Vektor zurück
/// @returns Den aktuellen Vektor als normalisierter Vektor
Vector2d normalize();
/// Kontrolliere, ob ein Vektor einem anderen Enspricht
/// @param position Die Position mit der verglichen werden soll
/// @returns Ob die Position die gleiche ist
bool eq(const Vector2d& position) const;
/// Kriege einen Vektor, der mit den gegebenen Werten verschoben worden ist
/// @param diff_x Die Verschiebung auf der X-Achse
/// @param diff_y Die Verschiebung auf der Y-Achse
/// @returns Den berrechneten Vektor
Vector2d get_new_updated(const int& diff_x, const int& diff_y) const;
};
} // game
#endif //POSITION_H

View file

@ -2,8 +2,6 @@
#include "Util/MazeParser.h" #include "Util/MazeParser.h"
#include "Environment/Game.h" #include "Environment/Game.h"
#include "Exceptions/MalformedMaze.h" #include "Exceptions/MalformedMaze.h"
#include "Exceptions/MovementNotPossible.h"
#include "Exceptions/UnkownAction.h"
#include "Util/GameState.h" #include "Util/GameState.h"
using game::Maze; using game::Maze;
@ -42,6 +40,8 @@ int main()
} }
/// Schriebe eine Nachricht in die Konsole wenn das Programm beendet wird
/// @param state Der Spielzustand als das Programm beendet wurde
void print_exit_message_based_on_state(const GameState& state) { void print_exit_message_based_on_state(const GameState& state) {
switch (state){ switch (state){
case GameState::QUITTING: case GameState::QUITTING: