CSCI 200 - Fall 2024
Foundational Programming Concepts & Design

A4 - SFML: Bubble Bobble

→This assignment is due by Tuesday, November 05, 2024, 11:59 PM.←
→ As with all assignments, this must be an individual effort and cannot be pair programmed. Any debugging assistance must follow the course collaboration policy and be cited in the comment header block for the assignment.←

Jump To: Rubric Submission


Concepts


You are going to create magic bouncing balls to watch as they move around the screen.


Class Creation


For this assignment you must first create a class calledBubble. The Bubble class needs to have the following private data members to store information:

Be sure to have the necessary getters and setters for your private data members and/or you may make non-default constructors as you deem necessary to set initial values on your Bubble class.


Draw It!


In ourmain(), before we get to the draw loop we want to make our Bubble object. We want only one instance to exist in memory. If we made the object inside the draw loop, then every iteration of the draw loop a new object would be created.

Next inside our draw loop, after we've cleared the window and before we display the window, we need to draw the bubble. Add a public method to the Bubble class called draw() that accepts an SFML RenderWindow object by reference. The function then draws the CircleShape member of the class.

At this point, run your program and you should see a white circle. Perfect! Let's continue.


Move It!


We need to add another public member function called updatePosition(). This function needs to add the direction values to the position of the CircleShape.

When we create our Bubble object, we need to make sure its direction values are set to non-zero values. Do this now, we suggest using values in the range of [0, 0.2] for xDir & yDir respectively. (Note: feel free to tweak these values up/down if it moves too slow/fast.)

Now in our draw loop, after we've checked the events we will check the time. If the elapsed time has eclipsed 1/60th of a second, then call updatePosition() on the object.

Run your program. It should be moving now. Oh no! It went off the screen. Let's keep it in view.


Bop It!


The last part of the bubble is have it bounce around the window. Recall that the position for a CircleShape corresponds to the upper left corner of a square enclosing the circle. We need to check if any of the edges of our circle move outside the window. We can check this by seeing if the position becomes less than zero (to correspond to the left or top of our window) OR if the position plus the diameter is greater than the width or height of our window (to correspond to the right or bottom of our window). If any of these conditions occur, then we simply need to reverse the corresponding direction of our bubble to simulate a bounce. Once we've checked all four sides, we're contained!

Modify Bubble::updatePosition() so that it accepts the window width and height as parameters. Now after moving the bubble, check if the bubble went over a wall. If it did, move the bubble backwards and then reverse the necessary direction.

We recommend to start with the right wall first, then bottom, then left, then top. Get them working one at a time and keep adding to your code.

Run the program and watch it stay within the window. Excellent.


Bubbles Bubbles Everywhere


We want to replace our single Bubble object with a vector of Bubbles. Before your draw loop, create a vector of five bubbles initially. Give each bubble a random starting position between 100 and 400 for X and Y and a random direction for X and Y in the range [-0.1667, 0.1667]. Additionally, give each Bubble a random radius between 10 and 50. Lastly, give each Bubble a random color so we can tell them apart. Be sure to be using the Mersenne-Twister to generate the random numbers in the appropriate ranges.

Inside our draw loop, we now need to draw all the Bubbles in our vector. After our event handling, we'll then need to update the positions of all the Bubbles in our vector. You should now see five Bubbles bouncing around the window. Excellent. Let's have the user interact.


Pop-A-Bubble


When the user clicks the left mouse button, we want to create a new bubble positioned at the location where the user clicked. This new bubble should have the same random starting properties that our original bubbles did. After the user clicks the first time, we should see six bubbles moving around the window. A second click, seven bubbles. And so forth as the user continues to click.

We may get to the point where there are too many Bubbles on the screen. If the user presses the D key, then we want to delete the last bubble that was added to the window. Obviously if there are no Bubbles in the window, then pressing D should do nothing.

If the user starts your program, clicks twice, then presses D three times, we should be seeing four bubbles on the screen.


UI Design


As a final step to make the program more user friendly, if the user presses the Q or Escape key, automatically close the window.


Grading Rubric


Your submission will be graded according to the following rubric:

PointsRequirement Description
0.5Submitted correctly by Tuesday, November 05, 2024, 11:59 PM
0.5Project builds without errors nor warnings.
2.0Best Practices and Style Guide followed.
0.5Program follows specified user I/O flow.
0.5Public and private tests successfully passed.
2.0Fully meets specifications.
6.00Total Points


Submission


Always, always, ALWAYS update the header comments at the top of your main.cpp file. And if you ever get stuck, remember that there is LOTS of help available.

Zip together your main.cpp, Makefile, *.h, *.hpp, *.cpp files and name the zip file A4.zip. Upload this zip file to Canvas under A4.


→This assignment is due by Tuesday, November 05, 2024, 11:59 PM.←
→ As with all assignments, this must be an individual effort and cannot be pair programmed. Any debugging assistance must follow the course collaboration policy and be cited in the comment header block for the assignment.←