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