game/tetris/custom_classes.hpp

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#ifndef TETRIS_CUSTOM_CLASSES_H
#define TETRIS_CUSTOM_CLASSES_H
#include "../sdlpp.hpp"
#include "config.hpp"
class TetrisBlock : public SDLPP::RectangleRender {
public:
TetrisBlock() = delete;
TetrisBlock( double x, double y, double w, double h,
const std::shared_ptr< SDLPP::Renderer > &r,
const std::string &img_or_color, bool is_polygon,
int index, std::shared_ptr<SDLPP::Scene> scene, std::vector<int> &bag )
: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ), pieces_bag(bag) {
_index = index;
pieces_bag[_index]--;
_scene = scene;
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setColors();
if(g_show_3d)
setTexture("block.png");
}
TetrisBlock( const TetrisBlock &other ) : TetrisBlock(other.getDoubleRect().first.first,other.getDoubleRect().first.second,other.getDoubleRect().second.first,other.getDoubleRect().second.second,other.getRenderer(), other.getColor(), true, other._index, other._scene, other.pieces_bag) {}
~TetrisBlock() {
if(_index != PIECE_SHADOW)
pieces_bag[_index]++;
}
virtual std::shared_ptr<RenderObject> copySelf() override {
return std::make_shared<TetrisBlock>(*this);
}
std::shared_ptr<TetrisBlock> copyInScene() {
auto ret = std::shared_ptr<TetrisBlock>(new TetrisBlock(*this));
_scene->addObject(ret);
return ret;
}
bool isSamePos(const SDLPP::RenderObject &other) const {
auto mypos = getPos();
auto otherpos = other.getPos();
auto diff1 = mypos.first - otherpos.first;
diff1 = (diff1 < 0) * (-1) * diff1 + (diff1 > 0) * diff1;
auto diff2 = mypos.second - otherpos.second;
diff2 = (diff2 < 0) * (-1) * diff2 + (diff2 > 0) * diff2;
return diff1 < 0.0001 && diff2 < 0.0001;
}
virtual void specialAction( int code ) override {
switch(code) {
case PIECE_ACTION_UPDATE_COLOR: {
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setColors();
if(g_show_3d)
setTexture("block.png");
else
unsetTexture();
}
default:
break;
}
}
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void turnIntoShadow() {
setId(SHADOW_ID);
// shadows don't consume pieces from bag
pieces_bag[_index]++;
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_index = PIECE_SHADOW;
setColors();
}
private:
std::string getPieceName() {
switch(_index) {
case PIECE_BRICK:
return "piece_brick";
case PIECE_T:
return "piece_T";
case PIECE_L_RIGHT:
return "piece_L_right";
case PIECE_Z_RIGHT:
return "piece_Z_right";
case PIECE_LINE:
return "piece_line";
case PIECE_L_LEFT:
return "piece_L_left";
case PIECE_Z_LEFT:
return "piece_Z_left";
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case PIECE_SHADOW:
return "shadow";
default:
break;
}
return "";
}
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void setColors() {
auto piece_name = getPieceName();
setColor(colors[piece_name]);
setOutlineColor(colors[piece_name + "_out"]);
}
int _index = 0;
std::shared_ptr<SDLPP::Scene> _scene;
std::vector<int> &pieces_bag;
};
class TetrisPiece {
public:
TetrisPiece() {
original_pos.reserve( 4 );
}
void addPiece( std::shared_ptr< TetrisBlock > piece, int x,
int y ) {
pieces.push_back( piece );
pieces_rel_position.push_back( { 0, 0, 0, 0 } );
// done this way for SPEEEEEEED
// left
pieces_rel_position.back()[0] = ( x < 0 ) * ( -1 ) * x;
// right
pieces_rel_position.back()[1] = ( x > 0 ) * x;
// top
pieces_rel_position.back()[2] = ( y < 0 ) * ( -1 ) * y;
// bottom
pieces_rel_position.back()[3] = ( y > 0 ) * y;
}
void rotate() {
if(!rotate_allowed)
return;
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
auto position = piece->getPos();
original_pos[i] = position;
position.first += positions[0] * BLOCK_SIZE;
position.first -= positions[1] * BLOCK_SIZE;
position.second += positions[2] * BLOCK_SIZE;
position.second -= positions[3] * BLOCK_SIZE;
auto bottom = positions[3];
auto top = positions[2];
positions[3] = positions[1];
positions[2] = positions[0];
positions[1] = top;
positions[0] = bottom;
position.first -= positions[0] * BLOCK_SIZE;
position.first += positions[1] * BLOCK_SIZE;
position.second -= positions[2] * BLOCK_SIZE;
position.second += positions[3] * BLOCK_SIZE;
piece->setPos( position.first, position.second );
}
}
void revert() {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
piece->setPos( original_pos[i].first, original_pos[i].second );
auto top = positions[1];
auto bottom = positions[0];
positions[1] = positions[3];
positions[0] = positions[2];
positions[2] = top;
positions[3] = bottom;
}
}
std::vector< std::shared_ptr< TetrisBlock > > &getObjects() {
return pieces;
}
void setPos( double x, double y ) {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
std::pair<double, double> pos = {x, y};
pos.first -= positions[0] * BLOCK_SIZE;
pos.first += positions[1] * BLOCK_SIZE;
pos.second -= positions[2] * BLOCK_SIZE;
pos.second += positions[3] * BLOCK_SIZE;
piece->setPos( pos.first, pos.second );
}
}
void setPos(const std::pair<double,double> &pos) {
setPos(pos.first, pos.second);
}
std::pair<double, double> getPos() {
auto &piece = pieces[0];
auto &relpositions = pieces_rel_position[0];
auto pos = piece->getPos();
pos.first += relpositions[0] * BLOCK_SIZE;
pos.first -= relpositions[1] * BLOCK_SIZE;
pos.second += relpositions[2] * BLOCK_SIZE;
pos.second -= relpositions[3] * BLOCK_SIZE;
return pos;
}
void clear() {
pieces.clear();
pieces_rel_position.clear();
}
void startDescend() {
descend = true;
}
void stopDescend() {
descend = false;
}
void startMovement() {
userMovement += 1;
}
void stopMovement() {
userMovement -= 1;
}
bool isDescending() {
return descend;
}
bool isMoving() {
return userMovement > 0;
}
bool isLeft(const SDLPP::RenderObject &block) const {
return isPosition(block, 0);
}
bool isRight(const SDLPP::RenderObject &block) const {
return isPosition(block, 1);
}
void movePiece(double x, double y) {
for ( auto &block : getObjects() ) {
auto pos = block->getPos();
block->setPos( pos.first + x, pos.second + y );
}
}
void disableRotation() {
rotate_allowed = false;
}
void turnIntoShadow() {
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for(auto &block : getObjects() )
block->turnIntoShadow();
setHidden(!g_show_shadow);
}
std::shared_ptr<TetrisPiece> copySelf() {
auto ret = std::make_shared<TetrisPiece>();
for(int i = 0; i < 4; i++) {
auto block = pieces[i]->copyInScene();
block->centerX();
ret->addBlockInPos(block, pieces_rel_position[i]);
}
if(!rotate_allowed)
ret->disableRotation();
ret->setHidden(_hidden);
return ret;
}
void destroy() {
for(auto &x : getObjects()) {
x->destroy();
}
}
void addMovement(int x, int y) {
movement.first += x;
movement.second += y;
}
std::pair<int,int> getMovement() const {
return movement;
}
void setHidden(bool hidden) {
_hidden = hidden;
for(auto &x : getObjects()) {
x->setHidden(hidden);
}
}
bool getHidden() {
return _hidden;
}
private:
bool isPosition(const SDLPP::RenderObject &block, int pos) const {
for(int i = 0; i < 4; i++) {
if(pieces[i]->isSamePos(block)) {
return pieces_rel_position[i][pos] != 0;
}
}
return false;
}
void resetBlock(int index, std::shared_ptr< TetrisBlock > piece) {
piece->setPos(pieces[index]->getPos());
pieces[index] = piece;
}
void addBlockInPos(std::shared_ptr<TetrisBlock> piece, const std::vector<int> &relpos) {
pieces.push_back( piece );
pieces_rel_position.push_back(relpos);
}
std::vector< std::vector< int > > pieces_rel_position;
std::vector< std::shared_ptr< TetrisBlock > > pieces;
std::vector< std::pair< double, double > > original_pos;
bool descend = false;
int userMovement = 0;
bool rotate_allowed = true;
std::pair<int,int> movement = {0,0};
bool _hidden = false;
};
#endif