Question
Need help with C++ Simplegame Inheritance! Instructions are posted at the bottom of main.cpp. I am having issues completing BlinkEntity.cpp/.h and WanderingEntity.ccp/.h. main.cpp // lab4:
Need help with C++ Simplegame Inheritance! Instructions are posted at the bottom of main.cpp. I am having issues completing BlinkEntity.cpp/.h and WanderingEntity.ccp/.h.
main.cpp
// lab4: simplegame_Inheritance
//
// read main.cpp, and follow the instructions at the bottom of main.cpp
#include // printf(char*, ...), putchar(int)
#include // _getch()
#include "game.h"
void main()
{
Game game;
do
{
game.draw();
game.setInput(_getch());
game.update();
}
while(game.getState() == Game::RUNNING);
printf("Press ESCAPE to quit ");
while(_getch() != 27);
}
// INSTRUCTIONS
// ------------
// Compile this code. You should see a rectangular play field of periods, with
// 3 Entity objects visible on it. The happy-face Entity moves with the "wasd"
// keys, and the club Entity moves with the "ijkl" keys. If the happy-face
// reaches the diamond Entity, the player wins. If the happy-face reaches the
// club, the player loses.
//
// Read through this code! Try to understand it before starting the assignment.
// Comment confusing lines with what you think code is doing, and experiment
// with existing code to test your understanding.
// Once you feel comfortable with this code, accomplish each of the following,
// and make sure your code compiles and runs after each step is completed.
//
// 1) Getting comfortable with the game code
// a) Implement initialization lists in Vector2, Entity, and Game (setting
// object values after a ':', between the constructor signature and body).
// Have initialization lists set initial values for each member variable.
// b) Add another Entity to the game that isn't the same location as an
// existing Entity. Use a heart icon (ASCII code 3). It should display in
// the game.
// c) Add logic that makes the club (PLAYER2) win the game if that player
// reaches the heart Entity. You may want to make new constants, like
// GOAL2, and WIN2, to follow the existing code convention.
// d) Make a new private function called "void Game::handleUserInput()", move
// the user input handling logic from Game::update() into this new
// function, and call Game::handleUserInput from Game::update.
// e) Add whitespace to the handleUserInput logic, and comment each line with
// what you understand it is doing. If you don't understand what the code
// is doing, experiment with it until you do! Do things like printing
// variables you are unsure about, and guess what output will look like.
// f) Implement the prototyped overloaded operators for Vector2. Once they
// are finished you should be able to use the alternate code for setting
// up PLAYER2 in Game::Game() in "game.cpp".
// 2) A "BlinkEntity" class
// a) Create 2 new files in your project: "blinkentity.h", and
// "blinkentity.cpp"
// b) Make a BlinkEntity class that extends Entity. Declare the class in
// "blinkentity.h" and define it's methods in "blinkentity.cpp". Your
// "blinkentity.h" file should look something like:
// #pragma once
//
// #include "entity.h"
//
// class BlinkEntity : public Entity {
// };
// c) Instead of using an Entity for the Entity marked GOAL1 in the Game
// constructor, use a BlinkEntity. You will need to create a public
// BlinkEntity constructor.
// d) Give BlinkEntity another member variable called "alternateIcon". When
// BlinkEntity calls it's update function, swap the values of "icon" and
// "alternateIcon". You won't notice a change during runtime until you add
// the virtual modifier to Entity::update().
// 3) A "WanderingEntity" class
// a) Create 2 new files in your project: "wanderingentity.h", and
// "wanderingentity.cpp"
// b) Make a WanderingEntity class that extends Entity. Declare the class in
// "wanderingentity.h" and define it's methods in "wanderingentity.cpp".
// Your "wanderingentity.h" file should look something like:
// #pragma once
//
// #include "entity.h"
//
// class WanderingEntity : public Entity {
// };
// c) Instead of using an Entity for the Entity marked PLAYER2 in the Game
// constructor, use a WanderingEntity. You will need to create a public
// WanderingEntity constructor.
// d) Create a new update method for WanderingEntity. Declare it in
// "wanderingentity.h", and define it in "wanderingentity.cpp". In the
// WanderingEntity::update() method, set the "howToMoveNext" variable
// to a random number from 0 to 3. You can use "rand() % 4" to do this in
// "wanderingentity.cpp" if you #include or . After
// setting the "howToMoveNext" variable in update, call the parent class's
// updated with "Entity::update()".
// e) Add at least 2 more WanderingEntity objects in the Game. Add game logic
// will cause the player to lose if the player shares a location with any
// WanderingEntity object.
game.cpp
#include "game.h"
#include "BlinkEntity.h"
#include "wanderingentity.h"
#include "consoleutil.h"
#include
// moves for players. each list in order defined by Entity::Move_XXXX variables
char * moveCommands[] = { "wasd", "ijkl" };
const int NUMBER_OF_PLAYERS = sizeof(moveCommands) / sizeof(moveCommands[0]);
Game::Game()
{
state = RUNNING;
size.init(20, 15);
// allocate each entity
list[PLAYER1] = new Entity(4, 3, 1);
list[GOAL1] = new BlinkEntity(10, 7, 4);
list[GOAL2] = new Entity(1, 1, 3);
Vector2 g1 = list[GOAL1]->getPosition();
Vector2 p1 = list[PLAYER1]->getPosition();
list[PLAYER2] = new WanderingEntity(
(g1.x + p1.x) / 2,
(g1.y + p1.y) / 2, 5);
// add 2 more wandering entities
list[WANDERER2] = new WanderingEntity(
(g1.x + p1.x + 4) / 2,
(g1.y + p1.y + 4) / 3, 232);
list[WANDERER3] = new WanderingEntity(
(g1.x + p1.x + 6) / 2,
(g1.y + p1.y) / 2, 178);
// TODO overload operators below to replace logic above
//Vector2 p2 = (g1 + p1) / 2;
//list[PLAYER2] = new Entity(p2.x, p2.y, 5);
}
void Game::draw()
{
// draw the game world
moveCursor(0, 0);
for (int row = 0; row < size.y; row++) {
for (int col = 0; col < size.x; col++) {
putchar('.');
}
putchar(' ');
}
// draw players in the game
for (int i = 0; i < LIST_SIZE; ++i) {
list[i]->draw();
}
// inform player how to play
for (int i = 0; i < NUMBER_OF_PLAYERS; i++) {
moveCursor(0, size.y + i);
printf("use \"%s\" to move %c ",
moveCommands[i], list[i]->getIcon());
}
}
void Game::update()
{
// if the user pressed the escape key
if (userInput == 27) {
state = USER_QUIT;
return; // quit
}
// move the players, based on what key was pressed
int whatMove = Entity::MOVE_NONE, whosTurnItIs;
for (int player = 0; player < NUMBER_OF_PLAYERS; ++player) {
for (int i = 0; moveCommands[player][i] != '\0'; ++i) {
if (moveCommands[player][i] == userInput) {
whosTurnItIs = player;
whatMove = i;
break;
}
}
if (whatMove != Entity::MOVE_NONE) {
break;
}
}
if (whatMove != Entity::MOVE_NONE) {
list[whosTurnItIs]->move(whatMove);
}
// game logic
for (int i = 0; i < LIST_SIZE; ++i) {
list[i]->update();
}
Entity * player1 = list[PLAYER1];
Entity * player2 = list[PLAYER2];
Entity * goal = list[GOAL1];
Entity * wanderer2 = list[WANDERER2];
Entity * wanderer3 = list[WANDERER3];
if (goal->getPosition().is(player1->getPosition())) {
state = WIN;
}
if (!player1->getPosition().isWithin(0, 0, size.x, size.y)) {
state = LOST;
}
if (player2->getPosition().is(player1->getPosition())) {
state = DEFEAT;
}
// add game logic the will cause the player to lose if the player shares a location with any
// wanderingEntity object
if (player1->getPosition().is(player2->getPosition()) || player1->getPosition().is(wanderer2->getPosition())
|| player1->getPosition().is(wanderer3->getPosition())) {
state = LOST;
}
//show the end-of-game state message when the game ends
if (state != Game::RUNNING) {
moveCursor(0, size.y + NUMBER_OF_PLAYERS + 1);
char * message;
switch (state)
{
case WIN: message = "Goal ACHIEVED!"; break;
case LOST: message = "Player lost..."; break;
case DEFEAT:message = "Player was CLUBBED"; break;
default: message = "unknown state occured"; break;
}
printf("%s ", message);
}
}
Game::~Game()
{
// de-allocate each entity
for (int i = 0; i < LIST_SIZE; ++i)
delete list[i];
}
entity.cpp
#include "entity.h"
#include
#include "consoleutil.h"
/** draws the entity at it's known location, dependent on moveCursor(,) and putchar() */
void Entity::draw()
{
moveCursor(pos.x, pos.y);
putchar(icon);
}
/** re-initialize */
void Entity::init(int a_x, int a_y, char a_icon)
{
pos.init(a_x, a_y);
icon = a_icon;
}
/**
* @param MOVE_UP, MOVE_LEFT, MOVE_DOWN, or MOVE_RIGHT
* @return true if the parameter was a valid move
*/
bool Entity::move(int direction)
{
bool validMove = false;
switch(direction)
{
case MOVE_UP:
case MOVE_LEFT:
case MOVE_DOWN:
case MOVE_RIGHT:
this->howToMoveNext = direction;
validMove = true;
}
return validMove;
}
/** implement actual changes to the Entity's state, including movement */
void Entity::update()
{
switch(howToMoveNext)
{
case MOVE_UP: pos += Vector2(0,-1); break;
case MOVE_LEFT: pos += Vector2(-1,0); break;
case MOVE_DOWN: pos += Vector2(0,+1); break;
case MOVE_RIGHT:pos += Vector2(+1,0); break;
}
howToMoveNext = MOVE_NONE;
}
entity.h
#pragma once
#include "vector2.h"
/**
* basic game entity
*/
class Entity
{
protected:
/** where the entity is */
Vector2 pos;
/** what the entity looks like */
char icon;
/** */
int howToMoveNext;
public:
/** used to determine which move to make (based on what key was pressed) */
static const int MOVE_NONE = -1, MOVE_UP = 0, MOVE_LEFT = 1, MOVE_DOWN = 2, MOVE_RIGHT = 3;
/**
* @param x where
* @param y where
* @param icon what it looks like
*/
Entity(int x, int y, char icon)
{
pos.x = x;
pos.y = y;
this->icon = icon;
howToMoveNext = MOVE_NONE;
}
Entity(){}
/** draws the entity at it's known location, dependend on moveCursor(,) and putchar() */
void draw();
short getX() { return pos.x; }
short getY() { return pos.y; }
void setX(int value){ pos.x = value; }
void setY(int value){ pos.y = value; }
void addX(int value){ pos.x += value; }
void addY(int value){ pos.y += value; }
/** returns a the Entity's position */
Vector2 getPosition(){return pos;}
/** re-initialize */
void init(int x, int y, char icon);
/**
* @param MOVE_UP, MOVE_LEFT, MOVE_DOWN, or MOVE_RIGHT
* @return true if the parameter was a valid move
*/
bool move(int direction);
/** implement actual changes to the Entity's state, including movement */
void update();
/** access what the Entity looks like */
char getIcon(){return icon;}
};
vector2.h
#pragma once
/**
* Object Oriented implementation of a 2 dimensional (math) vector, using short precision
*/
struct Vector2
{
/** the x, y coordinates */
short x, y;
/** initializes the Vector2 */
Vector2(short x, short y)
{
this->x = x;
this->y = y;
}
/** default constructor - sets x,y to 0,0 */
Vector2()
{
x = 0;
y = 0;
}
/** @return true if the given x, y coordinate mathes this Vector2's data */
bool is(short x, short y);
/** @return true if the given x, y coordinate mathes this Vector2's data */
bool is(Vector2 xy);
/** @return true if the Vector2 is within the given rectangular boundary */
bool isWithin(short minx, short miny, short maxx, short maxy);
/** re-initialize */
void init(short x, short y);
/** @return a random Vector2 within the specified boundary */
static Vector2 random(Vector2 min, Vector2 max);
Vector2& operator+=(Vector2& v);
Vector2 operator+(Vector2& v);
Vector2& operator*=(short value);
Vector2 operator*(short value);
// TODO implement these...
Vector2& operator-=(Vector2& v);
Vector2 operator-(Vector2& v);
Vector2& operator/=(short value);
Vector2 operator/(short value);
};
game.h
#pragma once
#include "entity.h"
#include "vector2.h"
class Game
{
private:
static const int LIST_SIZE = 6;
Entity* list[LIST_SIZE];
/** labels for which Entity in 'list' is what*/
static const int
PLAYER1 = 0,
PLAYER2 = 1,
GOAL1 = 2,
GOAL2 = 3;
WANDERER = 4;
WANDERER = 5;
/** width/height of the map */
Vector2 size;
int userInput;
int state;
public:
void setInput(int input){ userInput = input; }
int getState() { return state; }
/** game state constants */
static const int
RUNNING = 1,
WIN = 2,
LOST = 3,
DEFEAT = 4,
USER_QUIT = -1;
Game();
void draw();
void update();
~Game();
};
vector2.cpp
#include "vector2.h"
/** @return true if the given x, y coordinate matches this Vector2's data */
bool Vector2::is(short x, short y)
{
return this->x == x && this->y == y;
}
/** @return true if the given x, y coordinate matches this Vector2's data */
bool Vector2::is(Vector2 xy)
{
return xy.x == x && xy.y == y;
}
/** @return true if the Vector2 is within the given rectangular boundary */
bool Vector2::isWithin(short minx, short miny, short maxx, short maxy)
{
return x >= minx && y >= miny && x < maxx && y < maxy;
}
/** re-initialize */
void Vector2::init(short a_x, short a_y)
{
x = a_x;
y = a_y;
}
Vector2& Vector2::operator+=(Vector2& v)
{
x += v.x;
y += v.y;
return *this;
}
Vector2 Vector2::operator+(Vector2& v)
{
return Vector2(x+v.x, y+v.y);
}
Vector2& Vector2::operator*=(short value)
{
x *= value;
y *= value;
return *this;
}
Vector2 Vector2::operator*(short value)
{
return Vector2(x*value, y*value);
}
#include "stdlib.h"
/** @return a random Vector2 within the specified boundary */
Vector2 Vector2::random(Vector2 min, Vector2 max)
{
return Vector2(
(rand() % (max.x-min.x)) + min.x,
(rand() % (max.y-min.y)) + min.y);
}
blinkentity.cpp
#include "blinkentity.h"
BlinkEntity::BlinkEntity() { }
BlinkEntity::~BlinkEntity() { }
blinkentity.h
#pragma once
#include "entity.h"
class BlinkEntity : public Entity
{
public:
short x, y;
char alternateIcon;
BlinkEntity(short x, short y, char alternateIcon):x(x),y(y),alternateIcon(alternateIcon){}
BlinkEntity() :x(0), y(0){}
};
wanderingentity.cpp
#include "wanderingentity.h"
WanderingEntity::WanderingEntity() {
}
WanderingEntity::~WanderingEntity() { }
wanderingentity.h
#pragma once
#include "entity.h"
class WanderingEntity : public Entity{
public:
WanderingEntity::update() {
}
};
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