Organisation of game headers and class & path finding algorithm question

Hello, hello!

I have recently started coding a game using SDL2 and I am currently running head on into a wall.

Until I completed - today - my path-finding algorithm (A*) everything was pretty much under control. However I am starting to think that I'm doing something wrong with the organisation of my code. Indeed, I have several classes, a few of which are inherited classes. Most of them are just independent.

I will show you the list of the classes I have as well as what they do:

 
main.cpp //Calls Game class functions 


Updates, renders, handle events
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#ifndef GAME_H
#define GAME_H

#include <SDL.h>
#include <SDL_image.h>
#include <iostream>

using namespace std;

const int WIN_W = 1500;
const int WIN_H = 900;



class Game
{
	private:
		bool isRunning;
		SDL_Window* window;

	public:
		Game();
		~Game();

		bool init(const char* title, int xpos, int ypos, int width, int height);

		void handleEvents();
		void update();
		void render();
		void clean();

		bool running()
			{ return isRunning; }

		static SDL_Renderer* renderer;
};

#endif 


initially loads textures and draws textures;
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#ifndef TEXTUREMANAGER_H
#define TEXTUREMANAGER_H

#include "Game.h"

extern SDL_Rect nullPos;

class TextureManager
{
	private:

	public:
		TextureManager();

		static SDL_Texture* loadTexture(const char* fileName);
		static void drawTexture(SDL_Texture* tex, SDL_Rect srcRect, SDL_Rect destRect);

		static int PIXEL_SHIFT_X;
		static int PIXEL_SHIFT_Y;
};

#endif; 


Stores a 2d array for the map level, initially loads the array, and draws the map in the game loop.
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#ifndef MAP_H
#define MAP_H

#include "Game.h"


class Map
{
	private:
		SDL_Rect sourceR;
		SDL_Rect destinationR;

		//textures;
		//SDL_Texture* dirt;
		//SDL_Texture* grass;
		//SDL_Texture* cobble;
		SDL_Texture* blank;
		SDL_Texture* grey;
		SDL_Texture* floor01;
		SDL_Texture* wall04;
		SDL_Texture* roof01;
		SDL_Texture* block01;


		int map[20][20];

	public:
		Map();
		~Map();
	
		void loadMap(int arr[20][20]);
		void drawMapFloor();
		void drawMapWalls();

		static int levelTest[20][20];
};

#endif 


draws mouse pointer, return mouse coordinates, check if mouse is near the edges of the window, if so the screen scrolls.
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#ifndef MOUSE_H
#define MOUSE_H

#include "Game.h"

class Player;
class Map;

class Mouse
{
	private:
		SDL_Rect mousePosition;
		SDL_Rect srcRect;

		SDL_Texture* mouseCursor;
		SDL_Texture* mousePointer;
		SDL_Texture* mouse;


	public:
		Mouse();
		~Mouse();

		void drawMousePointer(Map* map);
		int* getMouseCoord();
		void checkBorderScrolling(Player* player, Map* map);
		int getMouseState();
};

#endif 


Converts Cartesian coordinates to isometric and vice versa
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#ifndef ISOCONVERSION_H
#define ISOCONVERSION_H

#include "Game.h"


SDL_Rect squareToIso(SDL_Rect dest, int column, int row, int shiftX, int shiftY);

SDL_Rect isoToSquare(SDL_Rect dest, int column, int row, int shiftX, int shiftY);

int* getSquareCoord(SDL_Rect rect, int shiftX, int shiftY);

SDL_Rect getIsoCoord(int row, int column, int shiftX, int shiftY);

#endif; 


Holds the player Position, his destination, handles the player movement events and draws it.
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#ifndef PLAYER_H
#define PLAYER_H

#include "Game.h"
#include "TextureManager.h"
#include "Mouse.h"
#include "Map.h"

class Player
{
	private:
		SDL_Rect playerSrcRect;
		SDL_Rect playerPos;
		SDL_Rect playerDestination;

		SDL_Texture* playerTexture;
	
	public:
		Player();
		~Player();

		void playerEvents(int choice, Mouse* mouse);
		void drawPlayer(Map* map);
		void playerTravel(Map* map);
		void setPosition();
		void changePosition(int x, int y);

		bool changeDestination;
};

#endif 


Holds different variables and functions necessary for the path-finding algorithm
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#ifndef ASTAR_H
#define ASTAR_H

#include "Game.h"
#include <vector>
#include "Map.h"
#include "IsoConversion.h"


struct square
{
	int x;
	int y;
	int G;
	int H;
	int F;
};


class PathFinding
{
	private:
		static vector<square> openList;
		static vector<square> closedList;
		static square currentSquare;
		static square sourceSquare;
		static square destinationSquare;
		static square adjacentSquares[4];


	public:
		PathFinding();

		static vector<SDL_Rect> pathFinding_main(Map* map, SDL_Rect entityPos, SDL_Rect destinationPos);

		static square openList_get_square_with_lowest_score();
		static bool current_square_is_destination_square();
		static bool closedList_has_destination_square();
		static void get_adjacent_squares(Map* map);
		static bool closedList_has_square(square s);
		static bool openList_has_square(square s);
		static void add_square_to_openList(square s);
		static void add_square_to_closedList(square s);
		static void remove_square_from_openList(square s);
		static bool openList_is_empty();
		static int get_manhattan_distance(int x, int destx, int y, int desty);
};

#endif 



My issue comes from the implementation of the path-finding algorithm because it returns a vector of SDL_Rectangle which each holds x and y coordinates. They are sorted by the path-finding function in order, from the player position to its destination, each rectangle for the square where the player needs to be rendered next.

So my question is am I indeed mis-organising my code and class dependencies, in which case do you have any advice/source on how to structure a game code?

The code I currently have is just for one level so I would also be interested to know how the game would be structured considering there would be several levels each including loading a new map.

Also what do you think about the return type of my path-finding function
vector<SDL_Rect> pathFinding_main(Map* map, SDL_Rect entityPos, SDL_Rect destinationPos)?
Should it return something else, and where in the code would it be best to place it?

Thank you a lot in advance!
Any advice, comment is welcome!

Regards,

Hoogo.


EDIT: Typos.
I can provide the code for the CPP files too if necessary.
It is not really clear what the problem actually is.

If you have incorrect results. Global/static variables are error prone as well as uninitialized variables.

What make you think that the organization of the code is a problem?
The result of wrong organization is usually difficulties to access certain objects rather than bugs.

Should it return something else, and where in the code would it be best to place it?
Since it is static it is rather irrelevant where it is. A class without member variables is not a class. I'd suggest that you use namespaces in that case.
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