In this lesson, we'll build the foundational components of our Snake game. We'll implement the essential components for window management, asset handling, and user interface. This framework will serve as the backbone for our game's implementation.
GameConfig.h
Similar to our previous project, we’ll create a header file to store configuration options for our game. This will include things like sizes, positions, colors, and the fonts and images we want to use.
We’ll also include a helper function that checks and logs out if there are any SDL errors, as well as a CHECK_ERRORS
preprocessor definition which we can turn off to disable this behavior.
#pragma once
#define CHECK_ERRORS
#include <iostream>
#include <SDL.h>
#include <string>
namespace Config{
// Game Settings
inline const std::string GAME_NAME{"Snake"};
inline constexpr int WINDOW_HEIGHT{400};
inline constexpr int WINDOW_WIDTH{800};
// Colors
inline constexpr SDL_Color BACKGROUND_COLOR{
85, 138, 52, 255};
inline constexpr SDL_Color FONT_COLOR{
255, 255, 255, 255};
// Asset Paths
inline const std::string APPLE_IMAGE{
"apple.png"};
inline const std::string FONT{
"Rubik-SemiBold.ttf"};
}
inline void CheckSDLError(
const std::string& Msg){
#ifdef CHECK_ERRORS
const char* error = SDL_GetError();
if (*error != '\0') {
std::cerr << Msg << " Error: "
<< error << '\n';
SDL_ClearError();
}
#endif
}
Engine/Window.h
Within the Engine
directory, we’ll include some generic helpers that our game can use. First, we’ll have a Window
class which we’ll use to create and manage our SDL_Window
:
#pragma once
#include <SDL.h>
#include "GameConfig.h"
class Window {
public:
Window() {
SDLWindow = SDL_CreateWindow(
Config::GAME_NAME.c_str(),
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
Config::WINDOW_WIDTH,
Config::WINDOW_HEIGHT, 0
);
CheckSDLError("Creating Window");
}
~Window() {
if (SDLWindow) {
SDL_DestroyWindow(SDLWindow);
}
}
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
void Render() {
SDL_FillRect(
GetSurface(), nullptr,
SDL_MapRGB(GetSurface()->format,
Config::BACKGROUND_COLOR.r,
Config::BACKGROUND_COLOR.g,
Config::BACKGROUND_COLOR.b));
}
void Update() {
SDL_UpdateWindowSurface(SDLWindow);
}
SDL_Surface* GetSurface() {
return SDL_GetWindowSurface(SDLWindow);
}
private:
SDL_Window* SDLWindow;
};
This Window
class is similar to what we created in our earlier lesson on SDL windows:
Engine/Random.h
Our game needs the ability to place apples in random cells. To support this, we’ll include a Random
namespace which includes the ability to generate random integers within a range defined by Min
and Max
arguments:
#pragma once
#include <random>
namespace Random {
inline std::random_device SEEDER;
inline std::mt19937 ENGINE{SEEDER()};
inline int Int(int Min, int Max) {
std::uniform_int_distribution Get{Min, Max};
return Get(ENGINE);
}
}
This file uses techniques we covered in our introductory lesson:
Engine/Text.h
We’ll include a Text
class that uses SDL_ttf
to load a font and render text onto an SDL_Surface
:
#pragma once
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include "GameConfig.h"
class Text {
public:
Text(
const std::string& InitialText,
int FontSize
) : Content(InitialText),
Font(nullptr),
TextSurface(nullptr) {
Font = TTF_OpenFont(
Config::FONT.c_str(), FontSize);
CheckSDLError("Opening Font");
SetText(InitialText);
}
~Text() {
if (TextSurface) {
SDL_FreeSurface(TextSurface);
}
if (Font) {
TTF_CloseFont(Font);
}
}
Text(const Text&) = delete;
Text& operator=(const Text&) = delete;
void SetText(const std::string& NewText) {
Content = NewText;
if (TextSurface) {
SDL_FreeSurface(TextSurface);
}
TextSurface = TTF_RenderText_Blended(
Font, Content.c_str(), Config::FONT_COLOR);
CheckSDLError("Creating Text Surface");
}
void Render(
SDL_Surface* Surface, SDL_Rect* Rect
) {
if (TextSurface) {
SDL_BlitSurface(
TextSurface, nullptr, Surface, Rect
);
}
}
private:
std::string Content;
TTF_Font* Font;
SDL_Surface* TextSurface;
};
This Text
class uses the techniques we covered in our introduction to SDL_ttf:
Engine/Image.h
The last file in our Engine
directory contains an Image
class that uses SDL_image
to render an image onto an SDL_Surface
:
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <string>
class Image {
public:
Image(const std::string& Path) {
ImageSurface = IMG_Load(Path.c_str());
CheckSDLError("Loading Image");
}
~Image() {
if (ImageSurface) {
SDL_FreeSurface(ImageSurface);
}
}
void Render(
SDL_Surface* Surface, SDL_Rect* Rect
) {
SDL_BlitScaled(
ImageSurface, nullptr, Surface, Rect);
}
// Prevent copying
Image(const Image&) = delete;
Image& operator=(const Image&) = delete;
private:
SDL_Surface* ImageSurface;
};
This Image
class uses the techniques we covered in our introduction to images, surface blitting, and SDL_Image
:
Assets.h
We’ll create an asset manager class to make our shared assets available to any component that needs them. In this project, we’ll only need to share our apple image, but we’ll create an Assets
class to take care of this and give us an easy way to expand our asset collection as needed:
#pragma once
#include "GameConfig.h"
#include "Engine/Image.h"
struct Assets {
Image Apple{Config::APPLE_IMAGE};
};
GameUI.h
To manage our UI elements, we’ll create a GameUI
class. It includes our standard set of game loop methods, HandleEvent()
, Tick()
and Render()
.
It will forward these calls to the UI elements it manages, once we create them.
#pragma once
#include <SDL.h>
#include "Assets.h"
class GameUI {
public:
void HandleEvent(SDL_Event& E) {}
void Tick(Uint32 DeltaTime) {}
void Render(SDL_Surface* Surface) {}
private:
Assets Assets;
};
main.cpp
Let’s hook everything up in our main()
function. It implements the standard game loop and event loop setup we’ve used throughout the course. We’ll forward events, tick, and render our Window
and GameUI
as appropriate.
We’ll also calculate the time delta between frames to help our Tick()
functions. We’ll provide these time deltas in milliseconds:
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include "Engine/Window.h"
#include "GameUI.h"
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
CheckSDLError("Initializing SDL");
IMG_Init(IMG_INIT_PNG);
CheckSDLError("Initializing SDL_image");
TTF_Init();
CheckSDLError("Initializing SDL_ttf");
Window GameWindow{};
GameUI UI{};
Uint32 PreviousTick{SDL_GetTicks()};
Uint32 CurrentTick;
Uint32 DeltaTime;
SDL_Event Event;
while (true) {
CurrentTick = SDL_GetTicks();
DeltaTime = CurrentTick - PreviousTick;
// Events
while (SDL_PollEvent(&Event)) {
UI.HandleEvent(Event);
if (Event.type == SDL_QUIT) {
SDL_Quit();
IMG_Quit();
return 0;
}
}
// Tick
UI.Tick(DeltaTime);
// Render
GameWindow.Render();
UI.Render(GameWindow.GetSurface());
// Swap
GameWindow.Update();
PreviousTick = CurrentTick;
}
return 0;
}
This project requires a font to render text, and an image to represent the apples that our snake eats. Our implementation assumes that the apple image is an approximately square .png
file with a transparent background. The screenshot and code examples in this chapter are using the following assets:
Rubik-SemiBold.tff
from Google Fontsapple.png
by AomAm on IconFinderWe’ll save our font and image in the Assets/
directory to ensure our project files contain all the required assets. However, we also need to ensure we ship them alongside our executable. This is also the case when running the game on our machine - we need to place these assets in the same location where our build tools are creating our executable.
We additionally need to ensure this directory also contains the required SDL libraries:
SDL.dll
)SDL_image.dll
)SDL_ttf.dll
)We covered this process in detail in our introductory chapter where we installed these libraries for the first time.
CMakeLists.txt
Those using the CMake build automation tool may find the following CMakeLists.txt
file helpful. It assumes we’re building the SDL libraries (SDL, SDL_image, and SDL_ttf) from a subdirectory called /external
.
This CMake configuration also automatically copies our image, font, and DLL files to the output directory when we build our game:
cmake_minimum_required(VERSION 3.16)
set(CMAKE_CXX_STANDARD 20)
project(Snake VERSION 1.0.0)
add_executable(Snake
"main.cpp"
"GameConfig.h"
"Engine/Window.h"
"Engine/Image.h"
"Engine/Text.h"
"Engine/Random.h"
"GameUI.h"
"Assets.h"
# Files that will be added later:
# "GameState.h"
# "Cell.h"
# "Grid.h"
# "SnakeData.h"
# "ScoreCounter.h"
# "RestartButton.h"
)
target_include_directories(
Snake PUBLIC ${PROJECT_SOURCE_DIR}
)
add_subdirectory(external/SDL)
add_subdirectory(external/SDL_image)
add_subdirectory(external/SDL_ttf)
target_link_libraries(Snake PRIVATE
SDL2
SDL2_image
SDL2_ttf
)
if (WIN32)
target_link_libraries(
Snake PRIVATE SDL2main
)
endif()
set(AssetDirectory "${PROJECT_SOURCE_DIR}/Assets")
add_custom_command(
TARGET Snake POST_BUILD COMMAND
${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE:SDL2>"
"$<TARGET_FILE:SDL2_image>"
"$<TARGET_FILE:SDL2_ttf>"
"${AssetDirectory}/apple.png"
"${AssetDirectory}/Rubik-SemiBold.ttf"
"$<TARGET_FILE_DIR:Snake>"
VERBATIM
)
We covered this approach to setting up an SDL project in a dedicated chapter earlier in the course:
Our project should compile and run successfully. We should see a window with the title, width, height, and background color we defined in GameConfig.h
:
This lesson covered the essential building blocks of our Snake game, implementing the core game loop and supporting features. Key components:
GameConfig.h
header file stores configuration variables that will control our game’s logic and presentationWindow
class is responsible for managing our window, including the underlying SDL_Window
pointerRandom
namespace allows us to generate random integers, which we’ll need to dynamically position the apples our snake needs to eatText
and Image
classes manage the rendering of fonts and image files, providing the content in the form of an SDL_Surface
.Asset
class manages our image assets, allowing them to be shared across multiple components later in our gameGameUI
class is where we will construct and orchestrate all of our UI elements as we build them in future lessonsmain
function in main.cpp
pulls everything together by initializing the core components and implementing a standard application loop to manage our systems.Introducing the foundational components for our game and setting up the project
Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games