feat: seperated move functionality in to separate function
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d73dac0e67
commit
bea200b9a1
1 changed files with 55 additions and 48 deletions
103
main.cpp
103
main.cpp
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@ -2,7 +2,8 @@
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// A program which allows you to wander across a maze using 'w','a','s' and 'd'.
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const vector<vector<char>> play_field = { // playspace[y][x]
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const vector<vector<char>> play_field = {
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// playspace[y][x]
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{'#', '.', '.', '.', '.'},
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{'#', '.', '#', '.', '.'},
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{'.', 'Z', '#', '.', '.'},
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@ -18,6 +19,9 @@ const vector<vector<char>> play_field = { // playspace[y][x]
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* # - wall
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*/
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/// Use inputs to move the player. Don't move the player, if move is illegal
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vector<int> move_player(vector<int> player_pos, char input);
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/// Check if the player could be moved to a certain space
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bool can_move_player(vector<int> player_pos, int move_x, int move_y);
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@ -29,16 +33,16 @@ void render_play_field(vector<int> player_pos);
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int main()
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{
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// Player position formatted as (y, x)
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// Create player position formatted as (y, x)
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vector<int> player_pos = {4, 0};
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// Create input variable
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char input;
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// Run the game
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// Run the game loop
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while (true)
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{
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// Render the playfield
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// Render the play field
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render_play_field(player_pos);
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// Get input
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@ -49,59 +53,60 @@ int main()
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cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
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continue;
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}
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// Check what action to perform based on input
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switch (input)
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{
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case 'w':
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// Check if it is possible to move player to target pos
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if (!can_move_player(player_pos, 0, -1))
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continue;
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// Actually move player
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--player_pos[0];
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break;
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case 'a':
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// Check if it is possible to move player to target pos
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if (!can_move_player(player_pos, -1, 0))
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continue;
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// Actually move player
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--player_pos[1];
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break;
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case 's':
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// Check if it is possible to move player to target pos
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if (!can_move_player(player_pos, 0, 1))
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continue;
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// Actually move player
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++player_pos[0];
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break;
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case 'd':
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// Check if it is possible to move player to target pos
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if (!can_move_player(player_pos, 1, 0))
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continue;
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// Actually move player
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++player_pos[1];
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break;
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case 'h':
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// Print help text to console
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cout << "Gebe 'w', 'a', 's', oder 'd' ein zum bewegen. Gebe 'h' ein um diesen Text anzuzeigen\n";
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continue;
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default:
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// Target action not recognized. Print 'error' message to screen
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cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
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continue;
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}
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// move player based on inputs, don't move player, if move would be illegal
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player_pos = move_player(player_pos, input);
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// Check if the goal has been reached yet
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if (play_field[player_pos[0]][player_pos[1]] == 'Z')
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{
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// Goal reached! Lets celebrate!
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// Render the play field one last time to display the completed maze
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render_play_field(player_pos);
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// Goal reached! Let's celebrate!
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cout << "Ziel erreicht! Herzlichen Glueckwunsch!\n";
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break;
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}
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}
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// End the program
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return 0;
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}
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vector<int> move_player(vector<int> player_pos, char input)
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{
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switch (input)
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{
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case 'w':
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// Check if it is possible to move player to target pos
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if (can_move_player(player_pos, 0, -1))
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--player_pos[0];
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break;
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case 'a':
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// Check if it is possible to move player to target pos
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if (can_move_player(player_pos, -1, 0))
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--player_pos[1];
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// Actually move player
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break;
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case 's':
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// Check if it is possible to move player to target pos
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if (can_move_player(player_pos, 0, 1))
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++player_pos[0];
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break;
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case 'd':
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// Check if it is possible to move player to target pos
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if (can_move_player(player_pos, 1, 0))
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++player_pos[1];
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break;
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case 'h':
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// Print help text to console
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cout << "Gebe 'w', 'a', 's', oder 'd' ein zum bewegen. Gebe 'h' ein um diesen Text anzuzeigen\n";
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default:
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// Target action not recognized. Print 'error' message to screen
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cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
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}
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return player_pos;
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}
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bool can_move_player(const vector<int> player_pos, const int move_x, const int move_y)
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{
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// Calculate the position we want to be at
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@ -127,9 +132,11 @@ bool is_pos_free(const int x, const int y)
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void render_play_field(const vector<int> player_pos)
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{
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for (int i = 0; i < play_field.size(); ++i)
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{ // For every row...
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{
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// For every row...
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for (int j = 0; j < play_field[i].size(); ++j)
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{ // ... render ...
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{
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// ... render ...
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if (i == player_pos[0] && j == player_pos[1])
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cout << "S "; // ... 'S' if it is the entry where the player is currently
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else
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