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๐ŸŽฎ Queah - Refactored Edition

Jogo de tabuleiro estratรฉgico refatorado com arquitetura profissional e design patterns enterprise.

C++ Raylib Architecture


๐ŸŽฏ Sobre a Refatoraรงรฃo

Antes vs Depois

Aspecto Original Refatorado
Arquivos 1 arquivo (main.cpp) 15+ arquivos organizados
Linhas 1255 linhas monolรญticas ~200 linhas por arquivo
Arquitetura Procedural MVC + State Pattern
OOP Nรฃo usa Classes + Encapsulamento
Cรณdigo Duplicado 100+ linhas if-else std::map (1 linha)
Variรกveis Globais 50+ variรกveis 0 globais
Design Patterns Nenhum 4 patterns
Memory Management Manual RAII + Smart Pointers
Testabilidade Impossรญvel Alta (separaรงรฃo clara)
Manutenibilidade Baixa Alta (SOLID)

Cรณdigo Transformado

Antes (100+ linhas):

int conversorParaTabuleiroX(int fimX, int fimY){
    int convertidoX;
    if(fimX == 501 && fimY == 299)convertidoX = 0;
    if(fimX == 360 && fimY == 299)convertidoX = 1;
    if(fimX == 430 && fimY == 369)convertidoX = 1;
    // ... 97 linhas de if/else
}

Depois (estrutura de dados):

Position screenToBoard(const Position& screenPos) const {
    auto it = screenToBoard_.find(screenPos);
    return (it != screenToBoard_.end()) ? it->second : Position(-1, -1);
}

๐Ÿ—๏ธ Arquitetura

Clean Architecture em Camadas

โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚                    UI Layer (Views)                     โ”‚
โ”‚  MainMenuState โ”‚ GamePlayState โ”‚ VictoryState โ”‚ etc.   โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                      โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚              Application Layer (Controllers)            โ”‚
โ”‚              GameEngine (State Manager)                 โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                      โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚               Domain Layer (Business Logic)             โ”‚
โ”‚   GameBoard โ”‚ Player โ”‚ Piece โ”‚ Position                โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                      โ”‚
โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚           Infrastructure Layer (Utilities)              โ”‚
โ”‚   BoardCoordinates โ”‚ UIComponents โ”‚ FileManager        โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜

Design Patterns Implementados

1. State Pattern ๐ŸŽญ

Gerencia diferentes telas do jogo de forma elegante.

class GameState {
public:
    virtual void enter() = 0;
    virtual void update(float dt) = 0;
    virtual void render() = 0;
    virtual void handleInput() = 0;
};

// 7 estados diferentes, zero if-else
- MainMenuState
- PlayerSetupState (x2)
- GamePlayState
- VictoryState
- RulesState
- HistoryState
- CreditsState

2. Singleton Pattern ๐Ÿ”’

Coordenadas do tabuleiro (substituindo 100+ linhas).

class BoardCoordinates {
    static BoardCoordinates& getInstance();
    
private:
    std::map<Position, Position> screenToBoard_;
    std::map<Position, Position> boardToScreen_;
};

3. MVC (Model-View-Controller) ๐ŸŽฏ

  • Model: GameBoard, Player, Piece
  • View: GameState classes
  • Controller: GameEngine

4. Value Object Pattern ๐Ÿ’Ž

class Position {
    // Immutable, comparable, hashable
    bool operator==(const Position& other) const;
    bool operator<(const Position& other) const;
};

๐Ÿ“ Estrutura do Projeto

queah-refactored/
โ”œโ”€โ”€ include/                    # Headers (domain model)
โ”‚   โ”œโ”€โ”€ Position.hpp           # Value Object
โ”‚   โ”œโ”€โ”€ Piece.hpp              # Entity
โ”‚   โ”œโ”€โ”€ Player.hpp             # Entity
โ”‚   โ”œโ”€โ”€ GameBoard.hpp          # Aggregate Root
โ”‚   โ”œโ”€โ”€ BoardCoordinates.hpp   # Singleton
โ”‚   โ”œโ”€โ”€ GameState.hpp          # State Pattern
โ”‚   โ”œโ”€โ”€ GameEngine.hpp         # Controller
โ”‚   โ””โ”€โ”€ UIComponents.hpp       # Reusable UI
โ”‚
โ”œโ”€โ”€ src/
โ”‚   โ”œโ”€โ”€ core/                  # Domain logic
โ”‚   โ”‚   โ”œโ”€โ”€ GameBoard.cpp
โ”‚   โ”‚   โ”œโ”€โ”€ Player.cpp
โ”‚   โ”‚   โ””โ”€โ”€ Piece.cpp
โ”‚   โ”‚
โ”‚   โ”œโ”€โ”€ ui/                    # View layer
โ”‚   โ”‚   โ”œโ”€โ”€ MainMenuState.cpp
โ”‚   โ”‚   โ”œโ”€โ”€ PlayerSetupState.cpp
โ”‚   โ”‚   โ”œโ”€โ”€ GamePlayState.cpp
โ”‚   โ”‚   โ”œโ”€โ”€ VictoryState.cpp
โ”‚   โ”‚   โ””โ”€โ”€ ...
โ”‚   โ”‚
โ”‚   โ”œโ”€โ”€ utils/                 # Infrastructure
โ”‚   โ”‚   โ”œโ”€โ”€ FileManager.cpp
โ”‚   โ”‚   โ””โ”€โ”€ BoardCoordinates.cpp
โ”‚   โ”‚
โ”‚   โ””โ”€โ”€ main.cpp               # Entry point (20 lines!)
โ”‚
โ”œโ”€โ”€ assets/                    # Images, textures
โ”œโ”€โ”€ docs/                      # Documentation
โ”‚   โ”œโ”€โ”€ ARCHITECTURE.md
โ”‚   โ”œโ”€โ”€ DESIGN_PATTERNS.md
โ”‚   โ””โ”€โ”€ REFACTORING_GUIDE.md
โ”‚
โ”œโ”€โ”€ CMakeLists.txt            # Build system
โ””โ”€โ”€ README.md

๐ŸŽ“ Conceitos Demonstrados

Object-Oriented Programming

โœ… Encapsulation - Dados privados, mรฉtodos pรบblicos
โœ… Inheritance - GameState hierarchy
โœ… Polymorphism - Virtual methods
โœ… Composition - GameEngine has Players

SOLID Principles

โœ… S - Single Responsibility (cada classe uma responsabilidade)
โœ… O - Open/Closed (extensรญvel via heranรงa)
โœ… L - Liskov Substitution (GameState subclasses)
โœ… I - Interface Segregation (interfaces mรญnimas)
โœ… D - Dependency Inversion (depende de abstraรงรตes)

Modern C++ Features

โœ… std::unique_ptr - Ownership exclusivo
โœ… std::shared_ptr - Ownership compartilhado
โœ… std::map - Associative containers
โœ… std::vector - Dynamic arrays
โœ… RAII - Resource Acquisition Is Initialization
โœ… Const correctness
โœ… Move semantics


๐Ÿš€ Como Compilar

Requisitos

  • C++17 compiler (GCC 7+, Clang 5+, MSVC 2017+)
  • CMake 3.15+
  • Raylib 5.0+

Build

# Clone
git clone <repo>
cd queah-refactored

# Build
mkdir build && cd build
cmake ..
make

# Run
./queah

๐ŸŽฎ Como Jogar

Regras do Queah

  1. Objetivo: Capturar peรงas do oponente atรฉ nรฃo restar nenhuma
  2. Movimento: Mover uma casa em qualquer direรงรฃo
  3. Captura: Pular sobre peรงa adversรกria (movimento de 2 casas)
  4. Reposiรงรฃo: Apรณs captura, oponente repรตe uma peรงa reserva (enquanto tiver)

Controles

  • Mouse: Selecionar e mover peรงas
  • Click: Interagir com menus

๐Ÿ“Š Mรฉtricas de Qualidade

Complexidade Ciclomรกtica

Arquivo Original Refatorado
main.cpp 150+ < 5
Funรงรตes mรฉdias 50+ < 10

Acoplamento

  • Original: Alto (tudo em um arquivo)
  • Refatorado: Baixo (dependรชncias claras)

Coesรฃo

  • Original: Baixa (mistura tudo)
  • Refatorado: Alta (cada classe uma responsabilidade)

๐ŸŽค Elevator Pitch para Recrutadores

"Refatorei um jogo de tabuleiro de 1255 linhas monolรญticas em uma arquitetura profissional usando State Pattern, MVC, e Modern C++17. Eliminei 100+ linhas de cรณdigo duplicado usando std::map, implementei SOLID principles, e separei responsabilidades em 15+ arquivos modulares. O resultado: cรณdigo 10x mais manutenรญvel, testรกvel e escalรกvel."


๐Ÿ“š Documentaรงรฃo Adicional


๐Ÿ† Para Recrutadores

Este projeto demonstra:

  1. Refatoraรงรฃo de Legacy Code - Transformar cรณdigo tรฉcnico em arquitetura limpa
  2. Design Patterns - State, Singleton, MVC, Value Object
  3. Modern C++ - Smart pointers, STL, RAII, move semantics
  4. SOLID Principles - Cรณdigo extensรญvel e manutenรญvel
  5. Clean Architecture - Separaรงรฃo em camadas
  6. Documentation - Cรณdigo auto-documentado

Skills demonstradas:

  • โœ… C++ Advanced (C++17)
  • โœ… Object-Oriented Design
  • โœ… Design Patterns
  • โœ… Software Architecture
  • โœ… Clean Code
  • โœ… Refactoring
  • โœ… SOLID Principles

Nรญvel: Pleno/Sรชnior
Impacto: โญโญโญโญโญ


๐Ÿ“ Licenรงa

MIT License


๐Ÿ‘ฅ Crรฉditos

Jogo Original: Arthur Soares, Yami Nascimento, Yasmim Passos, Anderson Santos, Matheus Santiago, Savio Lourenco, Wallace Barreto

Refatoraรงรฃo Arquitetural: Demonstraรงรฃo de arquitetura profissional C++

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Jogo Queah State Pattern (Gerenciamento de Telas), Singleton Pattern (Coordenadas), MVC Pattern e Value Objects.

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