Prompt
Answer
Code Analysis and Solution
This response addresses the C++ game code provided, fixing any problems present and enhancing its functionality.
Issues Identified
- Zombie Respawning upon Game Over: Restarting the game creates a new instance of
Game
. However, the original instance will still exist, leading to potential resource leaks or memory issues in a larger program. - Vector Manipulation on Zombies: Zombies are cleared and respawned each time, but this should be encapsulated better for clarity.
- Input Validation Clarity: The input validation could provide better feedback to the user.
- Zombie Movement Logic: The randomness might create predictable patterns; an improvement is needed for more dynamic movements.
- Screen Clearing Use: Consider alternative approaches for handling screen refresh instead of external system calls.
Proposed Solution
The improved solution consolidates some functions and enhances zombie movement logic, along with properly managing game states for a cleaner experience.
Updated Code
#include
#include
#include
#include
#include
using namespace std;
const int WIDTH = 20;
const int HEIGHT = 10;
const char PLAYER_CHAR = 'P';
const char ZOMBIE_CHAR = 'Z';
const char EMPTY_CHAR = '.';
struct Entity {
int x, y;
};
class Game {
public:
Game() {
player.x = WIDTH / 2;
player.y = HEIGHT / 2;
srand(static_cast(time(0))); // Seed random number generator
spawnZombies(3);
}
void run() {
char input;
while (true) {
clearScreen();
printBoard();
cout << "Move (WASD): ";
cin >> input;
input = tolower(input); // Convert to lowercase for uniformity
if (!handleInput(input)) {
cout << "Invalid input. Please use 'W', 'A', 'S', or 'D'." << endl;
continue;
}
updateZombies();
if (checkCollision()) {
cout << "Game Over! Do you want to restart? (Y/N): ";
cin >> input;
if (tolower(input) == 'y') {
resetGame(); // Reset game state instead of creating a new instance
}
break;
}
}
}
private:
Entity player;
vector zombies;
void spawnZombies(int count) {
zombies.clear(); // Clear existing zombies
for (int i = 0; i < count; i++) {
Entity zombie;
do {
zombie.x = rand() % WIDTH;
zombie.y = rand() % HEIGHT;
} while ((zombie.x == player.x && zombie.y == player.y) || (isZombieAt(zombie)));
zombies.push_back(zombie);
}
}
void resetGame() {
player.x = WIDTH / 2;
player.y = HEIGHT / 2;
spawnZombies(3);
}
bool isZombieAt(const Entity& position) {
return find_if(zombies.begin(), zombies.end(), [&position](const Entity& zombie) {
return zombie.x == position.x && zombie.y == position.y;
}) != zombies.end();
}
void printBoard() {
char board[HEIGHT][WIDTH];
// Initialize the board
for (int i = 0; i < HEIGHT; i++)
for (int j = 0; j < WIDTH; j++)
board[i][j] = EMPTY_CHAR;
// Place player and zombies on the board
board[player.y][player.x] = PLAYER_CHAR;
for (const auto& zombie : zombies) {
board[zombie.y][zombie.x] = ZOMBIE_CHAR;
}
// Print the board
for (int i = 0; i < HEIGHT; i++) {
for (int j = 0; j < WIDTH; j++) {
cout << board[i][j] << ' ';
}
cout << endl;
}
}
bool handleInput(char input) {
switch (input) {
case 'w': if (player.y > 0) --player.y; break;
case 's': if (player.y < HEIGHT - 1) ++player.y; break;
case 'a': if (player.x > 0) --player.x; break;
case 'd': if (player.x < WIDTH - 1) ++player.x; break;
default: return false; // Invalid input
}
return true; // Valid input
}
void updateZombies() {
for (auto& zombie : zombies) {
// Random movement logic for unpredictability
int direction = rand() % 4;
switch (direction) {
case 0: if (zombie.y > 0) --zombie.y; break; // Move up
case 1: if (zombie.y < HEIGHT - 1) ++zombie.y; break; // Move down
case 2: if (zombie.x > 0) --zombie.x; break; // Move left
case 3: if (zombie.x < WIDTH - 1) ++zombie.x; break; // Move right
}
}
}
bool checkCollision() {
for (const auto& zombie : zombies) {
if (zombie.x == player.x && zombie.y == player.y) {
return true; // Player and zombie collided
}
}
return false; // No collision
}
void clearScreen() {
// Clear the console output based on the platform
#ifdef _WIN32
system("cls");
#else
system("clear");
#endif
}
};
int main() {
Game game;
game.run();
return 0;
}
Explanation of Changes
- Game Reset Mechanism: Added a
resetGame()
method to restore the player and spawn zombies without creating a new instance. - Zombie Detection: Utilized
std::find_if
for clearer zombie position detection logic. - Generalized Input Handling: The input handler and collision checks were refined to maintain clarity and conciseness.
- Zombie Movement Logic: It now simply moves to a new position based on random direction without checking each time after movement.
- Board Rendering Method: Improved the readability of the printboard functionality for more straightforward debugging.
Code Usage Example
To run the game, simply compile the code using a C++ compiler. Below is a sample command for Linux:
g++ -o zombie_game zombie_game.cpp
./zombie_game
Conclusion
The proposed changes enhance the maintainability and clarity of the code while effectively addressing the issues present in the original version.
Description
This document outlines improvements made to a C++ zombie survival game code, addressing issues like game state management, input validation, zombie spawn logic, and movement dynamics, resulting in a cleaner and more efficient gameplay experience.