feat: changed functions around, improved separation of concerns

This commit is contained in:
moonleay 2024-12-06 11:18:18 +01:00
parent da7c9b8eec
commit c063fe626b
Signed by: moonleay
GPG key ID: 82667543CCD715FB

143
main.cpp
View file

@ -2,8 +2,8 @@
// A program which allows you to wander across a maze using 'w','a','s' and 'd'.
const vector<vector<char>> play_field = {
// playspace[y][x]
const vector<vector<char>> kMaze = {
// kMaze[y][x]
{'#', '.', '.', '.', '.'},
{'#', '.', '#', '.', '.'},
{'.', 'Z', '#', '.', '.'},
@ -12,6 +12,8 @@ const vector<vector<char>> play_field = {
// ^ player starts here (4,0)
};
const vector<int> kPlayerStartPosition = {4,0};
/* legend
* S - player
* Z - goal
@ -20,21 +22,24 @@ const vector<vector<char>> play_field = {
*/
/// Use inputs to move the player. Don't move the player, if move is illegal
vector<int> move_player(vector<int> player_pos, char input);
/// Check if the player could be moved to a certain space
bool can_move_player(vector<int> player_pos, int move_x, int move_y);
/// @param player_pos The current player position
/// @param move_vector The requested move vector
/// @return The new position of the player
vector<int> move_player(vector<int> player_pos, vector<int> move_vector);
/// Check if a certain space can be moved to
bool is_pos_free(int x, int y);
/// @param target The position to check
/// @return If the position can be moved to
bool is_pos_free(vector<int> target);
/// Render the current playfield to the console
/// Check if a certain space can be moved to
/// @param player_pos The current player position
void render_play_field(vector<int> player_pos);
int main()
{
// Create player position formatted as (y, x)
vector<int> player_pos = {4, 0};
vector<int> player_pos = kPlayerStartPosition;
// Create input variable
char input;
@ -45,103 +50,93 @@ int main()
// Render the play field
render_play_field(player_pos);
// Get input
cin >> input;
// Vaildate input
if (!cin)
{
cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
continue;
}
// move player based on inputs, don't move player, if move would be illegal
player_pos = move_player(player_pos, input);
// Check if the goal has been reached yet
if (play_field[player_pos[0]][player_pos[1]] == 'Z')
if (kMaze[player_pos[0]][player_pos[1]] == 'Z')
{
// Render the play field one last time to display the completed maze
render_play_field(player_pos);
// Goal reached! Let's celebrate!
cout << "Ziel erreicht! Herzlichen Glueckwunsch!\n";
break;
}
// Get input
cin >> input;
// Create an empty vector to store the requested movement in
vector<int> target_movement_vector = {0, 0};
// Check what the player wants to do. Store the requested movement in the vector
// print messages to screen if help was requested or an unknown input was entered
switch (input)
{
case 'w':
target_movement_vector = {-1, 0};
break;
case 'a':
target_movement_vector = {0, -1};
break;
case 's':
target_movement_vector = {1, 0};
break;
case 'd':
target_movement_vector = {0, 1};
break;
case 'h':
// Print help text to console
cout << "Gebe 'w', 'a', 's', oder 'd' ein zum bewegen. Gebe 'h' ein um diesen Text anzuzeigen.\n";
break;
default:
// Target action not recognized. Print 'error' message to screen
cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
break;
}
// Check & apply the requested movement
player_pos = move_player(player_pos, target_movement_vector);
}
// End the program
return 0;
}
vector<int> move_player(vector<int> player_pos, char input)
vector<int> move_player(vector<int> player_pos, vector<int> move_vector)
{
switch (input)
// Calculate the position the player wants to move to
const vector<int> target_position = { player_pos[0] + move_vector[0], player_pos[1] + move_vector[1] };
// Move player to requested position in case position is free
if (is_pos_free(target_position))
{
case 'w':
// Check if it is possible to move player to target pos
if (can_move_player(player_pos, 0, -1))
--player_pos[0];
break;
case 'a':
// Check if it is possible to move player to target pos
if (can_move_player(player_pos, -1, 0))
--player_pos[1];
break;
case 's':
// Check if it is possible to move player to target pos
if (can_move_player(player_pos, 0, 1))
++player_pos[0];
break;
case 'd':
// Check if it is possible to move player to target pos
if (can_move_player(player_pos, 1, 0))
++player_pos[1];
break;
case 'h':
// Print help text to console
cout << "Gebe 'w', 'a', 's', oder 'd' ein zum bewegen. Gebe 'h' ein um diesen Text anzuzeigen\n";
break;
default:
// Target action not recognized. Print 'error' message to screen
cout << "Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.\n";
break;
player_pos[0] += move_vector[0];
player_pos[1] += move_vector[1];
}
else
cout << "Bewegung nicht moeglich!\n";
// Return the player position
return player_pos;
}
bool can_move_player(const vector<int> player_pos, const int move_x, const int move_y)
bool is_pos_free(vector<int> target)
{
// Calculate the position we want to be at
const int target_x = player_pos[1] + move_x;
const int target_y = player_pos[0] + move_y;
// Check if the position can be moved to
const bool result = is_pos_free(target_x, target_y);
if (!result) // Complain if not
cout << "Bewegung nicht moeglich!\n";
return result; // Return result
}
bool is_pos_free(const int x, const int y)
{
if (x < 0 || y < 0 || x > 4 || y > 4)
if (target[1] < 0 || target[0] < 0 || target[1] > kMaze.size() - 1 || target[0] > kMaze[target[1]].size() - 1)
return false; // Target pos out of bounds of area
if (play_field[y][x] == '#')
if (kMaze[target[0]][target[1]] == '#')
return false; // Target pos is a wall
return true; // Target pos is movable to (is not wall and not out of bounds)
}
void render_play_field(const vector<int> player_pos)
{
for (int i = 0; i < play_field.size(); ++i)
for (int i = 0; i < kMaze.size(); ++i)
{
// For every row...
for (int j = 0; j < play_field[i].size(); ++j)
for (int j = 0; j < kMaze[i].size(); ++j)
{
// ... render ...
if (i == player_pos[0] && j == player_pos[1])
cout << "S"; // ... 'S' if it is the entry where the player is currently
else
cout << play_field[i][j]; // ... the actual entry of the field
cout << kMaze[i][j]; // ... the actual entry of the field
cout << " "; // Add space between entries
}
cout << "\n"; // Finish the row by ending the actively drawn line
}