.. | ||
.exercism | ||
test | ||
CMakeLists.txt | ||
ellens_alien_game.cpp | ||
ellens_alien_game_test.cpp | ||
HELP.md | ||
HINTS.md | ||
README.md |
Ellen's Alien Game
Welcome to Ellen's Alien Game on Exercism's C++ Track.
If you need help running the tests or submitting your code, check out HELP.md
.
If you get stuck on the exercise, check out HINTS.md
, but try and solve it without using those first :)
Introduction
Classes
It is time to get to one of the core paradigms of C++: object-oriented programming (OOP).
OOP is centered around classes
- user-defined types of data with their own set of related functions.
We will start with the basics and will cover more advanced topics further down the syllabus tree.
Members
Classes can have member variables and member functions.
They are accessed by the member selection operator .
.
Just as variables outside of classes
, it is advisable to initialize member variables with a value upon declaration.
This value will then become the default for newly created objects of this class.
Encapsulation and Information Hiding
Classes offer the option to restrict access to their members.
The two basic access specifiers
are private
and public
.
private
members are not accessible from outside the class.
public
members can be accessed freely.
All members of a class
are private
by default.
Only members explicitly marked with public
are freely usable outside of the class.
Basic example
The definition of a class
can be seen in the following example.
Notice the ;
after the definition:
class Wizard {
public: // from here on all members are publicly accessible
int cast_spell() { // defines the public member function cast_spell
return damage;
}
std::string name{}; // defines the public member variable `name`
private: // from here on all members are private
int damage{5}; // defines the private member variable `damage`
};
You can access all member variables from within the class.
Take a look at damage
inside the cast_spell
function.
You cannot read or change private
members outside of the class:
Wizard silverhand{};
// calling the `cast_spell` function is okay, it is public:
silverhand.cast_spell();
// => 5
// name is public and can be changed:
silverhand.name = "Laeral";
// damage is private:
silverhand.damage = 500;
// => Compilation error
Constructors
Constructors offer the possibility to assign values to member variables at object creation.
They have the same name as the class
and do not have a return type.
A class can have several constructors.
This is useful if you do not always have a need to set all variables.
Sometimes you might want to keep everything at default but change the name
variable.
In the case of a significant Wizard you might want to change the damage as well, so you need two constructors
.
class Wizard {
public:
Wizard(std::string new_name) {
name = new_name;
}
Wizard(std::string new_name, int new_damage) {
name = new_name;
damage = new_damage;
}
int cast_spell() {
return damage;
}
std::string name{};
private:
int damage{5};
};
Wizard el{"Eleven"}; // deals 5 damage
Wizard vecna{"Vecna", 50}; // deals 50 damage
Constructors are a big topic and have many nuances.
If you are not explicitly defining a constructor
for your class
, then - and only then - the compiler will do the job for you.
This has happened in the first example above.
The silverhand object is created by calling the default constructor, no arguments were passed.
All variables are set to the value that was stated in the definition of the class.
If you had not given any values in that definition, the variables might be uninitialized, which might have unintended consequences.
## Structs
Structs came from the language's original C roots and are as old as C++ itself.
They are effectively the same thing as `classes` with one important exception.
By default, everything in a `class` is `private`.
Structs, on the other hand, are `public` until defined otherwise.
Conventionally, the `struct` keyword is often used for **data-only structures**.
The `class` keyword is preferred for objects that need to ensure certain properties.
Such an invariant could be that the `damage` of your `Wizard` `class` cannot turn negative.
The `damage` variable is private and any function that changes the damage would ensure the invariant is preserved.
Instructions
Ellen is making a game where the player has to fight aliens.
She has just learned about Object Oriented Programming (OOP) and is eager to take advantage of what using classes
could offer her program.
To Ellen's delight, you have offered to help and she has given you the task of programming the aliens that the player has to fight.
1. Create the Alien
Class
Define the Alien
class with a constructor that accepts two int
parameters x
and y
, putting them into x_coordinate
and y_coordinate
member variables.
Every alien will also start off with a health level of 3
, so the health
member variable should be initialized as well.
health
should be a private member variable.
To let other parts of the program read the health information, Ellen wants to have a public
get_health()
method which returns an int
.
Alien alien{2, 0};
alien.x_coordinate;
// => 2
alien.y_coordinate;
// => 0
alien.get_health();
// => 3
Now, each alien should be able to internally track its own position and health.
2. The hit
Function
Ellen would like the Alien class
to have a hit
method that decrements the health of an alien object by 1
when called.
This way, she can simply call some_alien_instance.hit()
instead of having to manually change an alien's health.
Make sure that the health points do not drop below zero.
The function should return true
.
Ellen wants to introduce shields at a later point, which would then report false
if the shield is up.
Alien alien {0, 0};
alien.get_health();
// => 3 (Initial health value)
alien.hit(); // Decrements health by 1 point.
alien.get_health();
// => 2
3. The is_alive
Function
You realize that if the health keeps decreasing, at some point it will probably hit 0
.
It would be a good idea to add an is_alive
method that Ellen can quickly call to check if the alien is... well... alive. 😉
some_alien_instance.is_alive()
should return a boolean.
alien.get_health();
// => 1
alien.is_alive();
// => true
alien.hit();
alien.get_health();
// => 0
alien.is_alive();
// => false
4. The teleport
Function
In Ellen's game, the aliens can teleport!
You will need to write a teleport
method that takes x_new
and y_new
values, and changes the alien's coordinates accordingly.
For the time being, the function should return true
.
Ellen wants to add teleport-blocking bombs in later levels, which would then report false
for failed teleporting attempts.
alien.teleport(5, -4);
alien.x_coordinate;
// => 5
alien.y_coordinate;
// => -4
5. The collision_detection
Function
If the aliens can be hit by something, then they need to be able to detect when such a collision might occur.
Ellen needs to know if two aliens occupy the same coordinates.
The collision_detection()
function takes another alien object as an argument and returns a bool
.
Alien lrrr {3, 6};
Alien ndnd {-2, 12};
lrrr.collision_detection(ndnd);
// => false
ndnd.teleport(3, 6);
ndnd.collision_detection(lrrr);
// => true
Source
Created by
- @vaeng