Snake++ Game [C++]












1












$begingroup$


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:




  1. 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?

  2. 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();
}









share|improve this question









$endgroup$

















    1












    $begingroup$


    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:




    1. 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?

    2. 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();
    }









    share|improve this question









    $endgroup$















      1












      1








      1


      1



      $begingroup$


      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:




      1. 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?

      2. 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();
      }









      share|improve this question









      $endgroup$




      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:




      1. 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?

      2. 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






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 50 mins ago









      Afonso MatosAfonso Matos

      38028




      38028






















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