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c++ - 俄罗斯方 block :类的布局

转载 作者:可可西里 更新时间:2023-11-01 18:27:45 25 4
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我写了一个有效的俄罗斯方块克隆,但它的布局非常困惑。我能否获得有关如何重组我的类(class)以使我的编码更好的反馈。我专注于让我的代码尽可能通用,试图让它更像是一个只使用块的游戏引擎。

每个块都是在游戏中单独创建的。
我的游戏有 2 个 BlockLists(链接列表):StaticBlocks 和 Tetroid。
StaticBlocks 显然是所有非移动块的列表,而 tetroid 是当前 tetroid 的 4 个块。

  • 主要是创建了一个世界。
  • 首先由 (NewTetroid)
  • 创建一个新的 tetroid(Tetroid 列表中的 4 个块)
  • 碰撞由 (***Collide) 函数检测,通过使用 (If*****) 函数将每个 Tetroid 与所有静态块进行比较。
  • 当 tetroid 停止(击中底部/块)时,它被复制(CopyTetroid)到 StaticBlocks 并且 Tetroid 被清空,然后通过使用(SearchY)搜索 StaticBlocks 来对完整的行进行测试,块被破坏/丢弃等。
  • 创建了一个新的 tetroid。

  • (TranslateTetroid) 和 (RotateTetroid) 对 Tetroid 列表中的每个块进行一一操作( 我认为这是不好的做法 )。

    (DrawBlockList) 只是遍历一个列表,为每个块运行 Draw() 函数。

    当 (NewTetroid) 被调用时,通过设置相对于 Tetroid 中第一个块的旋转轴来控制旋转。我的每个块的旋转功能 (Rotate) 围绕轴旋转它,使用输入 +-1 进行左/右旋转。 RotationModes 和 States 用于以 2 或 4 种不同方式旋转的块,定义它们当前处于什么状态,以及它们应该向左还是向右旋转。 我对这些在“世界”中的定义不满意,但我不知道将它们放在哪里,同时仍然保持每个块的(旋转)函数通用 .

    我的类(class)如下
    class World
    {
    public:
    /* Constructor/Destructor */
    World();
    ~World();

    /* Blocks Operations */
    void AppendBlock(int, int, BlockList&);
    void RemoveBlock(Block*, BlockList&);;

    /* Tetroid Operations */
    void NewTetroid(int, int, int, BlockList&);
    void TranslateTetroid(int, int, BlockList&);
    void RotateTetroid(int, BlockList&);
    void CopyTetroid(BlockList&, BlockList&);

    /* Draw */
    void DrawBlockList(BlockList&);
    void DrawWalls();

    /* Collisions */
    bool TranslateCollide(int, int, BlockList&, BlockList&);
    bool RotateCollide(int, BlockList&, BlockList&);
    bool OverlapCollide(BlockList&, BlockList&); // For end of game

    /* Game Mechanics */
    bool CompleteLine(BlockList&); // Test all line
    bool CompleteLine(int, BlockList&); // Test specific line
    void ColourLine(int, BlockList&);
    void DestroyLine(int, BlockList&);
    void DropLine(int, BlockList&); // Drops all blocks above line

    int rotationAxisX;
    int rotationAxisY;
    int rotationState; // Which rotation it is currently in
    int rotationModes; // How many diff rotations possible

    private:
    int wallX1;
    int wallX2;
    int wallY1;
    int wallY2;
    };

    class BlockList
    {
    public:
    BlockList();
    ~BlockList();

    Block* GetFirst();
    Block* GetLast();

    /* List Operations */
    void Append(int, int);
    int Remove(Block*);
    int SearchY(int);

    private:
    Block *first;
    Block *last;
    };

    class Block
    {
    public:
    Block(int, int);
    ~Block();

    int GetX();
    int GetY();

    void SetColour(int, int, int);

    void Translate(int, int);
    void Rotate(int, int, int);

    /* Return values simulating the operation (for collision purposes) */
    int IfTranslateX(int);
    int IfTranslateY(int);
    int IfRotateX(int, int, int);
    int IfRotateY(int, int, int);

    void Draw();

    Block *next;

    private:
    int pX; // position x
    int pY; // position y
    int colourR;
    int colourG;
    int colourB;
    };

    抱歉,如果这有点不清楚或啰嗦,我只是在寻求重组方面的帮助。

    最佳答案

  • World的唯一责任是什么?类(class)?
    它只是一个包含几乎所有类型功能的 blob。这不是好的设计。一个明显的职责是“代表放置块的网格”。但这与创建 tetroids 或操作块列表或绘图无关。事实上,其中大部分可能根本不需要在一个类中。我希望 World包含 BlockList 的对象您调用 StaticBlocks 以便它可以定义您正在播放的网格。
  • 为什么要自己定义Blocklist ?你说你希望你的代码是通用的,那么为什么不允许使用任何容器呢?为什么我不能使用 std::vector<Block>如果我想?或 std::set<Block> ,或一些自制的容器?
  • 使用不重复信息或自相矛盾的简单名称。 TranslateTetroid不翻译 tetroid。它翻译一个块列表中的所有块。所以应该是TranslateBlocks或者其他的东西。但即使这样也是多余的。我们可以从签名(它需要一个 BlockList& )中看到它适用于块。所以就叫它Translate .
  • 尽量避免 C 风格的注释 ( /*...*/ )。 C++ 风格( //.. )的表现要好一些,因为如果您在整个代码块中使用 C 风格注释,如果该代码块也包含 C 风格注释,它就会中断。 (举个简单的例子,/*/**/*/ 不起作用,因为编译器会将第一个 */ 视为注释的结尾,因此最后一个 */ 不会被视为注释。
  • 所有(未命名的)是什么int参数?它使您的代码无法阅读。
  • 尊重语言特性和约定。复制对象的方法是使用其复制构造函数。所以而不是 CopyTetroid函数,给 BlockList一个复制构造函数。然后如果我需要复制一个,我可以简单地做 BlockList b1 = b0 .
  • 而不是 void SetX(Y)Y GetX()方法,去掉多余的 Get/Set 前缀,只需要 void X(Y)Y X() .我们知道它是一个 getter,因为它没有参数并返回一个值。我们知道另一个是 setter,因为它接受一个参数并返回 void。
  • BlockList不是一个很好的抽象。您对“当前 tetroid”和“当前网格上的静态块列表”有非常不同的需求。静态块可以用简单的块序列表示(尽管行序列或二维数组可能更方便),但当前事件的 tetroid 需要其他信息,例如旋转中心(不属于 World )。
  • 表示四角体并简化旋转的一种简单方法可能是让成员块存储与旋转中心的简单偏移量。这使得旋转更容易计算,并且意味着在平移过程中根本不必更新成员块。只需要移动旋转中心。
  • 在静态列表中,块知道它们的位置甚至效率不高。相反,网格应该将位置映射到块(如果我问网格“哪个块存在于单元格 (5,8) 中,它应该能够返回块。但块本身不需要存储坐标。如果确实如此, 它可能成为维护的难题。如果由于一些微妙的错误,两个块最终具有相同的坐标怎么办?如果块存储自己的坐标,则可能会发生这种情况,但如果网格包含哪个块所在的列表,则不会发生这种情况。 )
  • 这告诉我们,我们需要一种表示“静态块”的表示,以及另一种表示“动态块”的表示(它需要存储距 tetroid 中心的偏移量)。事实上,“静态”块可以归结为基本要素:网格中的一个单元格包含一个块,并且该块具有颜色,或者它不包含一个块。没有与这些块相关的进一步行为,因此也许应该对其进行建模的是放置它的单元格。
  • 并且我们需要一个表示可移动/动态 tetroid 的类。
  • 由于您的很多碰撞检测都是“预测性的”,因为它处理“如果我将对象移到这里会怎样”,实现非变异平移/旋转功能可能会更简单。这些应该保持原始对象不变,并返回一个旋转/翻译的拷贝。

  • 因此,这是您的代码的第一次传递,只需重命名、注释和删除代码,而不会过多地更改结构。
    class World
    {
    public:
    // Constructor/Destructor
    // the constructor should bring the object into a useful state.
    // For that, it needs to know the dimensions of the grid it is creating, does it not?
    World(int width, int height);
    ~World();

    // none of thes have anything to do with the world
    ///* Blocks Operations */
    //void AppendBlock(int, int, BlockList&);
    //void RemoveBlock(Block*, BlockList&);;

    // Tetroid Operations
    // What's wrong with using BlockList's constructor for, well, constructing BlockLists? Why do you need NewTetroid?
    //void NewTetroid(int, int, int, BlockList&);

    // none of these belong in the World class. They deal with BlockLists, not the entire world.
    //void TranslateTetroid(int, int, BlockList&);
    //void RotateTetroid(int, BlockList&);
    //void CopyTetroid(BlockList&, BlockList&);

    // Drawing isn't the responsibility of the world
    ///* Draw */
    //void DrawBlockList(BlockList&);
    //void DrawWalls();

    // these are generic functions used to test for collisions between any two blocklists. So don't place them in the grid/world class.
    ///* Collisions */
    //bool TranslateCollide(int, int, BlockList&, BlockList&);
    //bool RotateCollide(int, BlockList&, BlockList&);
    //bool OverlapCollide(BlockList&, BlockList&); // For end of game

    // given that these functions take the blocklist on which they're operating as an argument, why do they need to be members of this, or any, class?
    // Game Mechanics
    bool AnyCompleteLines(BlockList&); // Renamed. I assume that it returns true if *any* line is complete?
    bool IsLineComplete(int line, BlockList&); // Renamed. Avoid ambiguous names like "CompleteLine". is that a command? (complete this line) or a question (is this line complete)?
    void ColourLine(int line, BlockList&); // how is the line supposed to be coloured? Which colour?
    void DestroyLine(int line, BlockList&);
    void DropLine(int, BlockList&); // Drops all blocks above line

    // bad terminology. The objects are rotated about the Z axis. The x/y coordinates around which it is rotated are not axes, just a point.
    int rotationAxisX;
    int rotationAxisY;
    // what's this for? How many rotation states exist? what are they?
    int rotationState; // Which rotation it is currently in
    // same as above. What is this, what is it for?
    int rotationModes; // How many diff rotations possible

    private:
    int wallX1;
    int wallX2;
    int wallY1;
    int wallY2;
    };

    // The language already has perfectly well defined containers. No need to reinvent the wheel
    //class BlockList
    //{
    //public:
    // BlockList();
    // ~BlockList();
    //
    // Block* GetFirst();
    // Block* GetLast();
    //
    // /* List Operations */
    // void Append(int, int);
    // int Remove(Block*);
    // int SearchY(int);
    //
    //private:
    // Block *first;
    // Block *last;
    //};

    struct Colour {
    int r, g, b;
    };

    class Block
    {
    public:
    Block(int x, int y);
    ~Block();

    int X();
    int Y();

    void Colour(const Colour& col);

    void Translate(int down, int left); // add parameter names so we know the direction in which it is being translated
    // what were the three original parameters for? Surely we just need to know how many 90-degree rotations in a fixed direction (clockwise, for example) are desired?
    void Rotate(int cwSteps);

    // If rotate/translate is non-mutating and instead create new objects, we don't need these predictive collision functions.x ½
    //// Return values simulating the operation (for collision purposes)
    //int IfTranslateX(int);
    //int IfTranslateY(int);
    //int IfRotateX(int, int, int);
    //int IfRotateY(int, int, int);

    // the object shouldn't know how to draw itself. That's building an awful lot of complexity into the class
    //void Draw();

    //Block *next; // is there a next? How come? What does it mean? In which context?

    private:
    int x; // position x
    int y; // position y
    Colour col;
    //int colourR;
    //int colourG;
    //int colourB;
    };

    // Because the argument block is passed by value it is implicitly copied, so we can modify that and return it
    Block Translate(Block bl, int down, int left) {
    return bl.Translate(down, left);
    }
    Block Rotate(Block bl, cwSteps) {
    return bl.Rotate(cwSteps);
    }

    现在,让我们添加一些缺失的部分:

    首先,我们需要表示“动态”块、拥有它们的 tetroid 以及网格中的静态块或单元格。
    (我们还将在 world/grid 类中添加一个简单的“碰撞”方法)
    class Grid
    {
    public:
    // Constructor/Destructor
    Grid(int width, int height);
    ~Grid();

    // perhaps these should be moved out into a separate "game mechanics" object
    bool AnyCompleteLines();
    bool IsLineComplete(int line);
    void ColourLine(int line, Colour col);Which colour?
    void DestroyLine(int line);
    void DropLine(int);

    int findFirstInColumn(int x, int y); // Starting from cell (x,y), find the first non-empty cell directly below it. This corresponds to the SearchY function in the old BlockList class
    // To find the contents of cell (x,y) we can do cells[x + width*y]. Write a wrapper for this:
    Cell& operator()(int x, int y) { return cells[x + width*y]; }
    bool Collides(Tetroid& tet); // test if a tetroid collides with the blocks currently in the grid

    private:
    // we can compute the wall positions on demand from the grid dimensions
    int leftWallX() { return 0; }
    int rightWallX() { return width; }
    int topWallY() { return 0; }
    int bottomWallY { return height; }

    int width;
    int height;

    // let this contain all the cells in the grid.
    std::vector<Cell> cells;

    };

    // represents a cell in the game board grid
    class Cell {
    public:
    bool hasBlock();
    Colour Colour();
    };

    struct Colour {
    int r, g, b;
    };

    class Block
    {
    public:
    Block(int x, int y, Colour col);
    ~Block();

    int X();
    int Y();
    void X(int);
    void Y(int);

    void Colour(const Colour& col);

    private:
    int x; // x-offset from center
    int y; // y-offset from center
    Colour col; // this could be moved to the Tetroid class, if you assume that tetroids are always single-coloured
    };

    class Tetroid { // since you want this generalized for more than just Tetris, perhaps this is a bad name
    public:
    template <typename BlockIter>
    Tetroid(BlockIter first, BlockIter last); // given a range of blocks, as represented by an iterator pair, store the blocks in the tetroid

    void Translate(int down, int left) {
    centerX += left;
    centerY += down;
    }
    void Rotate(int cwSteps) {
    typedef std::vector<Block>::iterator iter;
    for (iter cur = blocks.begin(); cur != blocks.end(); ++cur){
    // rotate the block (*cur) cwSteps times 90 degrees clockwise.
    // a naive (but inefficient, especially for large rotations) solution could be this:
    // while there is clockwise rotation left to perform
    for (; cwSteps > 0; --cwSteps){
    int x = -cur->Y(); // assuming the Y axis points downwards, the new X offset is simply the old Y offset negated
    int y = cur->X(); // and the new Y offset is the old X offset unmodified
    cur->X(x);
    cur->Y(y);
    }
    // if there is any counter-clockwise rotation to perform (if cwSteps was negative)
    for (; cwSteps < 0; --cwSteps){
    int x = cur->Y();
    int y = -cur->X();
    cur->X(x);
    cur->Y(y);
    }
    }
    }

    private:
    int centerX, centerY;
    std::vector<Block> blocks;
    };

    Tetroid Translate(Tetroid tet, int down, int left) {
    return tet.Translate(down, left);
    }
    Tetroid Rotate(Tetroid tet, cwSteps) {
    return tet.Rotate(cwSteps);
    }

    我们需要重新实现推测性碰撞检查。鉴于非变异的 Translate/Rotate 方法,这很简单:我们只创建旋转/平移的拷贝,并测试它们的碰撞:
    // test if a tetroid t would collide with the grid g if it was translated (x,y) units
    if (g.Collides(Translate(t, x, y))) { ... }

    // test if a tetroid t would collide with the grid g if it was rotated x times clockwise
    if (g.Collides(Rotate(t, x))) { ... }

    关于c++ - 俄罗斯方 block :类的布局,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/1964007/

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