So I was thinking about trying to program the tetris game in c++ with the sfml and I thought about how I could implement the game and realized it could be a could exercice on inheritance. I thought I will have:
-an abstract base class that will represent a tetromino (shapes puzzle pieces in tetris) : its called Tetromino_Base
-classes that'll inherit from the base class to represent a specific tetromino, since there are different shapes like squares, bars... etc.
-an interface class called Tetromino which is the type the user will manipulate.
As I go I realized that my class interface needs access to the abstract class members, hence I made a friend declaration for it but I thought: is it good practice to do so? Make a friend declaration your interface class in the base class?
Here's the main part of the code:
class Tetromino;
class Tetromino_Base {
friend class Tetromino;
public:
virtual ~Tetromino_Base() {};
protected:
float m_x, m_y;
sf::Texture m_texture;
sf::VertexArray m_vertices;
virtual bool create(const sf::Vector2f&, const float&, //position of the object, scale of the object
const std::string&, const sf::Vector2f&, const float&) = 0;
//file name for the texture, position in the texture, scale of the texture
};
class Square : public Tetromino_Base {
public:
~Square() {}
private:
bool create(const sf::Vector2f&, const float&,
const std::string&, const sf::Vector2f&, const float&);
};
class Tetromino : public sf::Drawable {
public:
Tetromino(int tetroCode = 0);
bool create(const sf::Vector2f& sorigins, const float& ssc,
const std::string& fileName, const sf::Vector2f& torigins, const float& tsc){
//access needed here
return p->create(sorigins,ssc,fileName,torigins,tsc);
}
private:
Tetromino(Tetromino_Base* ptr) : p (ptr) {}
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const {
//access needed here
states.texture = &(p->m_texture);
target.draw(p->m_vertices, states);
}
Ptr<Tetromino_Base> p;
};