761 lines
19 KiB
Markdown
761 lines
19 KiB
Markdown
# Tetris SDL3 - Code Analysis & Best Practices Review
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**Generated:** 2025-12-03
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**Project:** Tetris Game (SDL3)
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---
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## 📊 Executive Summary
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Your Tetris project is **well-structured and follows many modern C++ best practices**. The codebase demonstrates:
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- ✅ Clean separation of concerns with a state-based architecture
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- ✅ Modern C++20 features and RAII patterns
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- ✅ Centralized configuration management
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- ✅ Proper dependency management via vcpkg
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- ✅ Good documentation and code organization
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However, there are opportunities for improvement in areas like memory management, error handling, and code duplication.
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---
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## 🎯 Strengths
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### 1. **Architecture & Design Patterns**
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- **State Pattern Implementation**: Clean state management with `MenuState`, `PlayingState`, `OptionsState`, `LevelSelectorState`, and `LoadingState`
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- **Separation of Concerns**: Game logic (`Game.cpp`), rendering (`GameRenderer`, `UIRenderer`), audio (`Audio`, `SoundEffect`), and persistence (`Scores`) are well-separated
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- **Centralized Configuration**: `Config.h` provides a single source of truth for constants, eliminating magic numbers
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- **Service Locator Pattern**: `StateContext` acts as a dependency injection container
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### 2. **Modern C++ Practices**
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- **C++20 Standard**: Using modern features like `std::filesystem`, `std::jthread`
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- **RAII**: Proper resource management with smart pointers and automatic cleanup
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- **Type Safety**: Strong typing with enums (`PieceType`, `AppState`, `LevelBackgroundPhase`)
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- **Const Correctness**: Good use of `const` methods and references
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### 3. **Code Organization**
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```
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src/
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├── audio/ # Audio system (music, sound effects)
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├── core/ # Core systems (state management, settings, global state)
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├── gameplay/ # Game logic (Tetris mechanics, effects)
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├── graphics/ # Rendering (UI, game renderer, effects)
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├── persistence/ # Score management
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├── states/ # State implementations
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└── utils/ # Utilities
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```
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This structure is logical and easy to navigate.
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### 4. **Build System**
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- **CMake**: Modern CMake with proper target configuration
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- **vcpkg**: Excellent dependency management
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- **Cross-platform**: Support for Windows and macOS
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- **Testing**: Catch2 integration for unit tests
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---
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## ⚠️ Areas for Improvement
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### 1. **Memory Management Issues**
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#### **Problem: Raw Pointer Usage**
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**Location:** `MenuState.h`, `main.cpp`
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```cpp
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// MenuState.h (lines 17-21)
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SDL_Texture* playIcon = nullptr;
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SDL_Texture* levelIcon = nullptr;
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SDL_Texture* optionsIcon = nullptr;
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SDL_Texture* exitIcon = nullptr;
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```
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**Issue:** Raw pointers to SDL resources without proper cleanup in all code paths.
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**Recommendation:**
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```cpp
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// Create a smart pointer wrapper for SDL_Texture
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struct SDL_TextureDeleter {
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void operator()(SDL_Texture* tex) const {
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if (tex) SDL_DestroyTexture(tex);
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}
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};
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using SDL_TexturePtr = std::unique_ptr<SDL_Texture, SDL_TextureDeleter>;
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// Usage in MenuState.h
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private:
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SDL_TexturePtr playIcon;
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SDL_TexturePtr levelIcon;
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SDL_TexturePtr optionsIcon;
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SDL_TexturePtr exitIcon;
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```
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**Benefits:**
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- Automatic cleanup
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- Exception safety
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- No manual memory management
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- Clear ownership semantics
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---
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### 2. **Error Handling**
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#### **Problem: Inconsistent Error Handling**
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**Location:** `main.cpp` (lines 86-114)
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```cpp
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static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
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if (!renderer) {
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return nullptr; // Silent failure
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}
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SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
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if (!surface) {
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SDL_LogError(...); // Logs but returns nullptr
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return nullptr;
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}
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// ...
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}
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```
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**Issues:**
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- Silent failures make debugging difficult
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- Callers must check for `nullptr` (easy to forget)
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- No way to distinguish between different error types
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**Recommendation:**
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```cpp
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#include <expected> // C++23, or use tl::expected for C++20
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struct TextureLoadError {
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std::string message;
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std::string path;
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};
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std::expected<SDL_TexturePtr, TextureLoadError>
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loadTextureFromImage(SDL_Renderer* renderer, const std::string& path,
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int* outW = nullptr, int* outH = nullptr) {
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if (!renderer) {
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return std::unexpected(TextureLoadError{
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"Renderer is null", path
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});
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}
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const std::string resolvedPath = AssetPath::resolveImagePath(path);
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SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
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if (!surface) {
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return std::unexpected(TextureLoadError{
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std::string("Failed to load: ") + SDL_GetError(),
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resolvedPath
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});
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}
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// ... success case
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return SDL_TexturePtr(texture);
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}
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// Usage:
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auto result = loadTextureFromImage(renderer, "path.png");
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if (result) {
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// Use result.value()
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to load %s: %s",
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result.error().path.c_str(),
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result.error().message.c_str());
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}
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```
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---
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### 3. **Code Duplication**
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#### **Problem: Repeated Patterns**
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**Location:** `MenuState.cpp`, `PlayingState.cpp`, `OptionsState.cpp`
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Similar lambda patterns for exit popup handling:
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```cpp
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auto setExitSelection = [&](int value) {
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if (ctx.exitPopupSelectedButton) {
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*ctx.exitPopupSelectedButton = value;
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}
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};
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auto getExitSelection = [&]() -> int {
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return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
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};
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```
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**Recommendation:**
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Create a helper class in `StateContext`:
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```cpp
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// StateContext.h
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class ExitPopupHelper {
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public:
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ExitPopupHelper(int* selectedButton, bool* showPopup)
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: m_selectedButton(selectedButton), m_showPopup(showPopup) {}
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void setSelection(int value) {
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if (m_selectedButton) *m_selectedButton = value;
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}
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int getSelection() const {
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return m_selectedButton ? *m_selectedButton : 1;
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}
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void show() {
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if (m_showPopup) *m_showPopup = true;
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}
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void hide() {
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if (m_showPopup) *m_showPopup = false;
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}
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bool isVisible() const {
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return m_showPopup && *m_showPopup;
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}
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private:
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int* m_selectedButton;
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bool* m_showPopup;
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};
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// Usage in states:
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ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
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exitPopup.setSelection(0);
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if (exitPopup.isVisible()) { ... }
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```
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---
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### 4. **Magic Numbers**
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#### **Problem: Some Magic Numbers Still Present**
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**Location:** `MenuState.cpp` (lines 269-273)
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```cpp
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float btnW = 200.0f; // Fixed width to match background buttons
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float btnH = 70.0f; // Fixed height to match background buttons
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float btnX = LOGICAL_W * 0.5f + contentOffsetX;
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float btnY = LOGICAL_H * 0.865f + contentOffsetY;
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```
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**Recommendation:**
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Add to `Config.h`:
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```cpp
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namespace Config::UI {
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constexpr float MENU_BUTTON_WIDTH = 200.0f;
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constexpr float MENU_BUTTON_HEIGHT = 70.0f;
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constexpr float MENU_BUTTON_Y_FRACTION = 0.865f;
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constexpr float MENU_BUTTON_SPACING = 210.0f;
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}
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```
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---
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### 5. **File I/O for Debugging**
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#### **Problem: Debug Logging to Files**
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**Location:** `MenuState.cpp` (lines 182-184, 195-203, etc.)
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```cpp
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FILE* f = fopen("tetris_trace.log", "a");
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if (f) {
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fprintf(f, "MenuState::render entry\n");
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fclose(f);
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}
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```
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**Issues:**
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- File handles not checked properly
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- No error handling
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- Performance overhead in production
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- Should use proper logging framework
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**Recommendation:**
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```cpp
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// Create a simple logger utility
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// src/utils/Logger.h
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#pragma once
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#include <string>
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#include <fstream>
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#include <mutex>
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class Logger {
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public:
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enum class Level { TRACE, DEBUG, INFO, WARN, ERROR };
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static Logger& instance();
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void setLevel(Level level) { m_level = level; }
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void setFile(const std::string& path);
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template<typename... Args>
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void trace(const char* fmt, Args... args) {
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log(Level::TRACE, fmt, args...);
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}
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template<typename... Args>
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void debug(const char* fmt, Args... args) {
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log(Level::DEBUG, fmt, args...);
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}
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private:
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Logger() = default;
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template<typename... Args>
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void log(Level level, const char* fmt, Args... args);
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Level m_level = Level::INFO;
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std::ofstream m_file;
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std::mutex m_mutex;
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};
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// Usage:
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#ifdef DEBUG
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Logger::instance().trace("MenuState::render entry");
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#endif
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```
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---
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### 6. **Const Correctness**
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#### **Problem: Missing const in Some Places**
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**Location:** `StateContext` and various state methods
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**Recommendation:**
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```cpp
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// State.h
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class State {
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public:
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virtual void render(SDL_Renderer* renderer, float logicalScale,
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SDL_Rect logicalVP) const = 0; // Add const
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// Render shouldn't modify state
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};
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```
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---
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### 7. **Thread Safety**
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#### **Problem: Potential Race Conditions**
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**Location:** `Audio.cpp` - Background loading
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**Current:**
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```cpp
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std::vector<AudioTrack> tracks;
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std::mutex tracksMutex;
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```
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**Recommendation:**
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- Document thread safety guarantees
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- Use `std::shared_mutex` for read-heavy operations
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- Consider using lock-free data structures for performance-critical paths
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```cpp
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// Audio.h
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class Audio {
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private:
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std::vector<AudioTrack> tracks;
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mutable std::shared_mutex tracksMutex; // Allow concurrent reads
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public:
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// Read operation - shared lock
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int getLoadedTrackCount() const {
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std::shared_lock lock(tracksMutex);
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return tracks.size();
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}
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// Write operation - exclusive lock
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void addTrack(const std::string& path) {
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std::unique_lock lock(tracksMutex);
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tracks.push_back(loadTrack(path));
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}
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};
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```
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---
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### 8. **Testing Coverage**
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#### **Current State:**
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Only one test file: `tests/GravityTests.cpp`
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**Recommendation:**
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Add comprehensive tests:
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```
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tests/
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├── GravityTests.cpp ✅ Exists
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├── GameLogicTests.cpp ❌ Missing
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├── ScoreManagerTests.cpp ❌ Missing
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├── StateTransitionTests.cpp ❌ Missing
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└── AudioSystemTests.cpp ❌ Missing
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```
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**Example Test Structure:**
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```cpp
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// tests/GameLogicTests.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "gameplay/core/Game.h"
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TEST_CASE("Game initialization", "[game]") {
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Game game(0);
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SECTION("Board starts empty") {
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const auto& board = game.boardRef();
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REQUIRE(std::all_of(board.begin(), board.end(),
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[](int cell) { return cell == 0; }));
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}
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SECTION("Score starts at zero") {
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REQUIRE(game.score() == 0);
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REQUIRE(game.lines() == 0);
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}
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}
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TEST_CASE("Piece rotation", "[game]") {
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Game game(0);
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SECTION("Clockwise rotation") {
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auto initialRot = game.current().rot;
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game.rotate(1);
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REQUIRE(game.current().rot == (initialRot + 1) % 4);
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}
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}
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TEST_CASE("Line clearing", "[game]") {
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Game game(0);
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SECTION("Single line clear awards correct score") {
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// Setup: Fill bottom row except one cell
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// ... test implementation
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}
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}
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```
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---
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### 9. **Documentation**
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#### **Current State:**
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- Good inline comments
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- Config.h has excellent documentation
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- Missing: API documentation, architecture overview
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**Recommendation:**
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Add Doxygen-style comments:
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```cpp
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/**
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* @class Game
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* @brief Core Tetris game logic engine
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*
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* Manages the game board, piece spawning, collision detection,
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* line clearing, and scoring. This class is independent of
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* rendering and input handling.
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*
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* @note Thread-safe for read operations, but write operations
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* (move, rotate, etc.) should only be called from the
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* main game thread.
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*
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* Example usage:
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* @code
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* Game game(5); // Start at level 5
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* game.tickGravity(16.67); // Update for one frame
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* if (game.isGameOver()) {
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* // Handle game over
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* }
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* @endcode
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*/
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class Game {
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// ...
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};
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```
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Create `docs/ARCHITECTURE.md`:
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```markdown
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# Architecture Overview
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## State Machine
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[Diagram of state transitions]
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## Data Flow
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[Diagram showing how data flows through the system]
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## Threading Model
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- Main thread: Rendering, input, game logic
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- Background thread: Audio loading
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- Audio callback thread: Audio mixing
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```
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---
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### 10. **Performance Considerations**
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#### **Issue: Frequent String Allocations**
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**Location:** Various places using `std::string` for paths
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**Recommendation:**
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```cpp
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// Use string_view for read-only string parameters
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#include <string_view>
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SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer,
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std::string_view path, // Changed
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int* outW = nullptr,
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int* outH = nullptr);
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// For compile-time strings, use constexpr
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namespace AssetPaths {
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constexpr std::string_view LOGO = "assets/images/logo.bmp";
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constexpr std::string_view BACKGROUND = "assets/images/main_background.bmp";
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}
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```
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#### **Issue: Vector Reallocations**
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**Location:** `fireworks` vector in `main.cpp`
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**Recommendation:**
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```cpp
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// Reserve capacity upfront
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fireworks.reserve(5); // Max 5 fireworks at once
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// Or use a fixed-size container
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std::array<std::optional<TetrisFirework>, 5> fireworks;
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```
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---
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## 🔧 Specific Recommendations by Priority
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### **High Priority** (Do These First)
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1. **Replace raw SDL pointers with smart pointers**
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- Impact: Prevents memory leaks
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- Effort: Medium
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- Files: `MenuState.h`, `main.cpp`, all state files
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2. **Remove debug file I/O from production code**
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- Impact: Performance, code cleanliness
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- Effort: Low
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- Files: `MenuState.cpp`, `main.cpp`
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3. **Add error handling to asset loading**
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- Impact: Better debugging, crash prevention
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- Effort: Medium
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- Files: `main.cpp`, `AssetManager.cpp`
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### **Medium Priority**
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4. **Extract common patterns into helper classes**
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- Impact: Code maintainability
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- Effort: Medium
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- Files: All state files
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5. **Move remaining magic numbers to Config.h**
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- Impact: Maintainability
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- Effort: Low
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- Files: `MenuState.cpp`, `UIRenderer.cpp`
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6. **Add comprehensive unit tests**
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- Impact: Code quality, regression prevention
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- Effort: High
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- Files: New test files
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### **Low Priority** (Nice to Have)
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7. **Add Doxygen documentation**
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- Impact: Developer onboarding
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- Effort: Medium
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8. **Performance profiling and optimization**
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- Impact: Depends on current performance
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- Effort: Medium
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9. **Consider using `std::expected` for error handling**
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- Impact: Better error handling
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- Effort: High (requires C++23 or external library)
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---
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## 📝 Code Style Observations
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### **Good Practices You're Already Following:**
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✅ **Consistent naming conventions:**
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- Classes: `PascalCase` (e.g., `MenuState`, `GameRenderer`)
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- Functions: `camelCase` (e.g., `tickGravity`, `loadTexture`)
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- Constants: `UPPER_SNAKE_CASE` (e.g., `LOGICAL_W`, `DAS_DELAY`)
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- Member variables: `camelCase` with `m_` prefix in some places
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✅ **Header guards:** Using `#pragma once`
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✅ **Forward declarations:** Minimizing include dependencies
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|
✅ **RAII:** Resources tied to object lifetime
|
|
|
|
### **Minor Style Inconsistencies:**
|
|
|
|
❌ **Inconsistent member variable naming:**
|
|
```cpp
|
|
// Some classes use m_ prefix
|
|
float m_masterVolume = 1.0f;
|
|
|
|
// Others don't
|
|
int selectedButton = 0;
|
|
```
|
|
|
|
**Recommendation:** Pick one style and stick to it. I suggest:
|
|
```cpp
|
|
// Private members: m_ prefix
|
|
float m_masterVolume = 1.0f;
|
|
int m_selectedButton = 0;
|
|
|
|
// Public members: no prefix (rare in good design)
|
|
```
|
|
|
|
---
|
|
|
|
## 🎨 Architecture Suggestions
|
|
|
|
### **Consider Implementing:**
|
|
|
|
1. **Event System**
|
|
Instead of callbacks, use an event bus:
|
|
```cpp
|
|
// events/GameEvents.h
|
|
struct LineClearedEvent {
|
|
int linesCleared;
|
|
int newScore;
|
|
};
|
|
|
|
struct LevelUpEvent {
|
|
int newLevel;
|
|
};
|
|
|
|
// EventBus.h
|
|
class EventBus {
|
|
public:
|
|
template<typename Event>
|
|
void subscribe(std::function<void(const Event&)> handler);
|
|
|
|
template<typename Event>
|
|
void publish(const Event& event);
|
|
};
|
|
|
|
// Usage in Game.cpp
|
|
eventBus.publish(LineClearedEvent{linesCleared, _score});
|
|
|
|
// Usage in Audio system
|
|
eventBus.subscribe<LineClearedEvent>([](const auto& e) {
|
|
playLineClearSound(e.linesCleared);
|
|
});
|
|
```
|
|
|
|
2. **Component-Based UI**
|
|
Extract UI components:
|
|
```cpp
|
|
class Button {
|
|
public:
|
|
void render(SDL_Renderer* renderer);
|
|
bool isHovered(int mouseX, int mouseY) const;
|
|
void onClick(std::function<void()> callback);
|
|
};
|
|
|
|
class Panel {
|
|
std::vector<std::unique_ptr<UIComponent>> children;
|
|
};
|
|
```
|
|
|
|
3. **Asset Manager**
|
|
Centralize asset loading:
|
|
```cpp
|
|
class AssetManager {
|
|
public:
|
|
SDL_TexturePtr getTexture(std::string_view name);
|
|
FontAtlas* getFont(std::string_view name);
|
|
|
|
private:
|
|
std::unordered_map<std::string, SDL_TexturePtr> textures;
|
|
std::unordered_map<std::string, std::unique_ptr<FontAtlas>> fonts;
|
|
};
|
|
```
|
|
|
|
---
|
|
|
|
## 🔍 Security Considerations
|
|
|
|
1. **File Path Validation**
|
|
```cpp
|
|
// AssetPath::resolveImagePath should validate paths
|
|
// to prevent directory traversal attacks
|
|
std::string resolveImagePath(std::string_view path) {
|
|
// Reject paths with ".."
|
|
if (path.find("..") != std::string_view::npos) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Invalid path: %s", path.data());
|
|
return "";
|
|
}
|
|
// ... rest of implementation
|
|
}
|
|
```
|
|
|
|
2. **Score File Tampering**
|
|
Consider adding checksums to score files:
|
|
```cpp
|
|
// Scores.cpp
|
|
void ScoreManager::save() const {
|
|
nlohmann::json j;
|
|
j["scores"] = scores;
|
|
j["checksum"] = computeChecksum(scores);
|
|
// ... save to file
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 📊 Metrics
|
|
|
|
Based on the codebase analysis:
|
|
|
|
| Metric | Value | Rating |
|
|
|--------|-------|--------|
|
|
| **Code Organization** | Excellent | ⭐⭐⭐⭐⭐ |
|
|
| **Modern C++ Usage** | Very Good | ⭐⭐⭐⭐ |
|
|
| **Error Handling** | Fair | ⭐⭐⭐ |
|
|
| **Memory Safety** | Good | ⭐⭐⭐⭐ |
|
|
| **Test Coverage** | Poor | ⭐ |
|
|
| **Documentation** | Good | ⭐⭐⭐⭐ |
|
|
| **Performance** | Good | ⭐⭐⭐⭐ |
|
|
| **Maintainability** | Very Good | ⭐⭐⭐⭐ |
|
|
|
|
**Overall Score: 4/5 ⭐⭐⭐⭐**
|
|
|
|
---
|
|
|
|
## 🚀 Quick Wins (Easy Improvements)
|
|
|
|
1. **Add `.clang-format` file** for consistent formatting
|
|
2. **Create `CONTRIBUTING.md`** with coding guidelines
|
|
3. **Add pre-commit hooks** for formatting and linting
|
|
4. **Set up GitHub Actions** for CI/CD
|
|
5. **Add `README.md`** with build instructions and screenshots
|
|
|
|
---
|
|
|
|
## 📚 Recommended Resources
|
|
|
|
- **Modern C++ Best Practices:** https://isocpp.github.io/CppCoreGuidelines/
|
|
- **SDL3 Migration Guide:** https://wiki.libsdl.org/SDL3/README/migration
|
|
- **Game Programming Patterns:** https://gameprogrammingpatterns.com/
|
|
- **C++ Testing with Catch2:** https://github.com/catchorg/Catch2
|
|
|
|
---
|
|
|
|
## ✅ Conclusion
|
|
|
|
Your Tetris project demonstrates **strong software engineering practices** with a clean architecture, modern C++ usage, and good separation of concerns. The main areas for improvement are:
|
|
|
|
1. Enhanced error handling
|
|
2. Increased test coverage
|
|
3. Elimination of raw pointers
|
|
4. Removal of debug code from production
|
|
|
|
With these improvements, this codebase would be **production-ready** and serve as an excellent example of modern C++ game development.
|
|
|
|
**Keep up the excellent work!** 🎮
|