i have built a fun sdl project, just the code is getting complicated, can I get constructive criticism please?

The aim of the project is to have little bunnies roaming about, when a male and female collide one digs a hole and then a little sequence pops a bunny out a little while later, the code has got a little complex and my brain is frying in its casing, I thought I should have a break and let people run decide weather or not I should just rewrite the whole thing from scratch or tweak it in places.

I thought maybe if you ran it ans saw what it did the code would be a lot more self explanatory, I made it as readable as I could, if you want to see it run heres a drop box link

https://www.dropbox.com/sh/6bvp9tpamyvqgf8/NP1e5xnmco






otherwise there's this :/

(it looks big but I kept the clip dimensions in and the code is mostly clip dimensions)

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class bunny
{
public:

 
    SDL_Rect obscolbox;

    int return_direction ()
   

    //collision boxes keep up
    void update_rect(int x,int y)
    {
        obscolbox.x=x;
        obscolbox.y=y;
        obscolbox.w=50;
        obscolbox.h=50;
    }

    bunny()
    {
        int sex = (1+rand()%2);
        if (sex == 2)
        {
            female = true;
        }
        start_pos_x = (40+rand()%540);
        start_pos_y = (40+rand()%300);
    }

    //set position of the bunny
    void set_posx_posy(int posx,int posy)
    {
        start_pos_x = posx;
        start_pos_y = posy;
    }

    //get position of da bunny
    int getposx()
    {
        return start_pos_x;
    }
    int getposy()
    {
        return start_pos_y;
    }

    bool bunny_collision(SDL_Rect &A,SDL_Rect &B)
    {
        }

        collided=true;
        return true;
    }

    void new_direction()
    {

        int dir = 0;
        dir = (1+rand()%5);

        if(dir==1)
        {
            up=true;
        }
        if(dir==2)
        {
            down = true;
        }
        if(dir==3)
        {

            left = true;
        }
        if(dir==4)
        {

            right = true;
        }
        if(dir==5)
        {
            still = true;
        }


    }
    bool check_pos()

//the basic bunny behaviour function
    void roam_about()
    {
        if (still == true)
        {
            apply_surface(start_pos_x,start_pos_y,bunnysheet,screen,&clips[stillclips]);
            stillclips++;
            roamtime++;
            if (stillclips == 23)
            {
                stillclips =12;
            }
            if(roamtime == 12)
            {
                still=false;
                roamtime = 0;
                new_direction();
            }
        }

       //same as above for up down left and right, just had to cut them out//
        }
        //breeding sequence
        else if (go_nest == true)
        {
            apply_surface(start_pos_x,start_pos_y,bunnysheet,screen,&clips[nestclips]);
            nestclips++;
            roamtime++;
            if (nestclips == 47)
            {
                nestclips = 24;
                pregnant =true;
            }
            if(roamtime == 23)
            {
                roamtime = 0;
                go_nest = false;
                new_direction();
            }
        }
        //so a newly created bun hops out of a hole and runs left, hopefully
        else if (hole_pop == true)
        {

            apply_surface(start_pos_x,start_pos_y,bunnysheet,screen,&clips[holeclips]);
            holeclips++;
            roamtime++;
            if(holeclips==52)
            {
                holeclips = 48;
            }
            if(check_pos() == true)
            {
                roamtime = 0;
                hole_pop = false;
                new_direction();
            }
        }


        collided = false;
    }

};


int main( int argc, char* args[] )
{

   //initialize stuffs

/there ere all the clip dimensions here, millions of em//

    vector<bunny>bunny_list;

    bunny_list.push_back(bunny());
    bunny_list.push_back(bunny());
    bunny_list.push_back(bunny());
    bunny_list.push_back(bunny());

    //units of .120 seconds passing, bunnies need time for a life span will change this near finish
    int q=0;
    for(q; q < 5000; q++)
    {

        //checks each bunny against a bunny
        for (int n =0; n<bunny_list.size(); n++ )
        {
            bunny_list[n].update_rect(bunny_list[n].start_pos_x,bunny_list[n].start_pos_y);
            if(bunny_list[n].pregnant==true)
            {
                bunny_list[n].babiesx=bunny_list[n].getposx();
                bunny_list[n].babiesx=bunny_list[n].getposy();
                bunny_list[n].gestation++;
            }
            else if(bunny_list[n].gestation == 100)
            {
                bunny_list[n].gestation = 0;
                bunny_list[n].pregnant=false;
                int x = bunny_list[n].babiesx;
                int y = bunny_list[n].babiesy;
                bunny_list.push_back(bunny());
                bunny &neobun = bunny_list.back();
                neobun.set_posx_posy(x,y);
                neobun.roamtime=0;
                int for_switch = neobun.return_direction();
                switch(for_switch)
                {
                case(1):
                    bunny_list[n].up=false;
                    break;
                case(2):
                    bunny_list[n].down=false;
                    break;
                case(3):
                    bunny_list[n].right=false;
                    break;
                case(4):
                    bunny_list[n].left=false;
                    break;
                case(5):
                    bunny_list[n].still=false;
                case(6):
                    bunny_list[n].go_nest=false;
                }
                neobun.hole_pop=true;
            }
            else
                continue;
            for (int z =0; z<bunny_list.size(); z++ )
            {
                if(n==z)
                    continue;
                if((bunny_list[n].female==false)&&(bunny_list[z].female==false))
                    continue;
                bunny_list[n].bunny_collision(bunny_list[n].obscolbox,bunny_list[z].obscolbox);
                if(bunny_list[n].collided==true)
                {
                    bunny_list[n].roamtime=0;
                    int for_switch = bunny_list[n].return_direction();
                    switch(for_switch)
                    {
                    case(1):
                        bunny_list[n].up=false;
                        break;
                    case(2):
                        bunny_list[n].down=false;
                        break;
                    case(3):
                        bunny_list[n].right=false;
                        break;
                    case(4):
                        bunny_list[n].left=false;
                        break;
                    case(5):
                        bunny_list[n].still=false;
                    case(6):
                        bunny_list[n].hole_pop=false;
                    }
                    bunny_list[n].go_nest=true;
                    break;
                }
            }
            bunny_list[n].roam_about();
        }

        //apply_surface(240,230,bunnysheet,screen,&clips[48]);//for testing clips!!

        SDL_Flip(screen);

        SDL_FillRect(screen,&screen->clip_rect,SDL_MapRGB(screen->format,253,253,253));

        SDL_Delay(120);

    }

    SDL_FreeSurface(bunnysheet);

}


:/ i understand guys, the silent criticism says enough.
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