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Member Since 12 Sep 2012
Offline Last Active Sep 13 2012 12:36 PM

Posts I've Made

In Topic: C++/OpenGL Chess Game Project

13 September 2012 - 03:11 AM

As for your last question, are WhitePiece and BlackPiece really fundamentally different from eachother? Or is it just some of the behaviour that needs to change?
Also, dont worry about object count, as long as you're not making any mistakes resulting in constant copy-ing of objects, you can use many thousands of objects.

Well, I thought about that, and I think the reason I came up with to make them two seperate classes, is that it might make it easier in the long run to program which moves a piece like say, the bishop is allowed to move. So Maybe I could say in psuedocode, if bishop is on black space, he can only move along other black pieces. But it seems like an enum would be better than making an entire class and object based on color. I was just thinking of the "is a" relationship, and a "has a" relationship. So the board HAS spaces, which ARE colors. So Board class is by himself. Space class is by itself with it's color that it IS rather than has. But I may be stretching that too far..

But holy crap rongshuxiacy I actually have that book right here and I've never looked into it!! I bought this book like.. 6 years ago and never thought to open it now because I was sure that all of the info and methods would be outdated and depricated. But I guess the main reason I didn't look is because I wanted to try and solve these issues without actually seeing a coded solution. I mean what use am I as a programmer if I can't even do something like this... I guess I would feel like I was cheating.

And as for the UML, I will have a look at that. I remember doing a UML back in my freshman classes. It certainly might make it easier for me to convey my code logic. And thanks for saying I'm at least on the right path

In Topic: C++/OpenGL Chess Game Project

12 September 2012 - 09:43 PM

Okay, first of all, thank you very much for the response! So it seems clear to me that I should write the game first, making everything modular, and then worry about openGL. So, if you would, please allow me to document my thought process here, maybe I will make this thread my diary, with you as my guidance .
So, I sat down in Visual Studio 2012, and I made all of my classes. And Then I thought, it would be better if I created the classes as I needed them. So, I started with my ChessGame class. Then my thoughts are, I should create a GameBoard right? So I made a GameBoard class, and tried to develop an algorithm that would create the board:

Problem: I need to create an 8X8 array that will serve as my chessboard. Each spot in the array will be white or black, and empty or containing a piece.

Solution 1:
Make an 8X8 int array. If it was an int array, I could specify if it were white and black by filling the array with 1's and 0's!
However, then I thought, how would I tell the program that there is a piece in that spot? And more importantly, what piece is in that spot?

Solution 2:
Make a class called Spaces and fill the array with Spaces that have a white parameter, a black parameter, and a pointer to the piece that lies on it, if any. But would this make sense? Should i have a Space class with WhiteSpace and BlackSpace subclasses? But I think this could impose another problem. First of all, each space would be a new object which.. sounds a little extreme. And secondly, Each space would have a unique name, although I suppose I could name them as coordinates. Maybe I could use structs instead?

Which brings me to the structure of my pieces. Should I have WhitePiece and BlackPiece classes? Could both of these problems be solved with an enum?