game/tetris.cpp

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#include "sdlpp.hpp"
#include <thread>
#include <chrono>
#include <mutex>
#include <SDL2/SDL2_framerate.h>
#define COLIDER_ID 0x00000001
#define BRICK_ID 0x00000002
#define GAME_OVER 0x00000003
#define SHADOW_ID 0x00000004
#define BORDER_ID 0x00000005
#define FLOOR_ID 0x00000006
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#define LEFT_BORDER 0.3
#define RIGHT_BORDER 0.7
#define BOTTOM_BORDER 1
#define TOP_BORDER 0.16
#define BLOCK_SIZE 0.04
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#define TICKS_TILL_FALL 500
#define TICKS_TILL_DESCEND 50
#define TICKS_TILL_MOVE 100
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#define TETRIS_BRICK 0
#define TETRIS_T 1
#define TETRIS_L_RIGHT 2
#define TETRIS_Z_RIGHT 3
#define TETRIS_LINE 4
#define TETRIS_L_LEFT 5
#define TETRIS_Z_LEFT 6
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#define PAUSE_PAUSE 1
#define PAUSE_GAME_OVER 2
int pause = 0;
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int pause_select = 0;
int pause_max = 2;
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int game_over_select = 0;
int game_over_max = 1;
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int ticks_till_fall = TICKS_TILL_FALL;
int ticks_till_descend = TICKS_TILL_DESCEND;
int ticks_till_movement = TICKS_TILL_MOVE;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > game_over_options;
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std::shared_ptr< SDLPP::TextRenderer > score_texture;
std::shared_ptr< SDLPP::Renderer > active_renderer;
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int score = 0;
bool update_score = false;
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bool checked_line = false;
bool wait_for_anim = false;
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std::vector< int > bag = { 28, 28, 28, 28, 28, 28, 28 };
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std::shared_ptr< SDLPP::Font > font;
std::shared_ptr< SDLPP::Scene > active_scene;
std::shared_ptr< SDLPP::Scene > pause_scene;
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std::shared_ptr< SDLPP::Scene > game_over_scene;
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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 )
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
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_index = index;
bag[_index]--;
_scene = scene;
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}
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) {}
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~TetrisBlock() {
bag[_index]++;
}
virtual std::shared_ptr<RenderObject> copySelf() {
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;
}
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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;
}
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private:
int _index = 0;
std::shared_ptr<SDLPP::Scene> _scene;
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};
std::shared_ptr< TetrisBlock >
createTetrisBlock( double x, double y, const std::string &color,
const std::string &outline, int index,
std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
renderer, color, true, index, scene );
ret->setOutlineColor( outline );
ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
ret->setId( BRICK_ID );
ret->centerX();
scene->addObject( ret );
return ret;
}
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class TetrisPiece {
public:
TetrisPiece() {
original_pos.reserve( 4 );
}
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void addPiece( std::shared_ptr< TetrisBlock > piece, int x,
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int y ) {
pieces.push_back( piece );
pieces_rel_position.push_back( { 0, 0, 0, 0 } );
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// done this way for SPEEEEEEED
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// 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;
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}
void rotate() {
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if(!rotate_allowed)
return;
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for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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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;
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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;
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piece->setPos( position.first, position.second );
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}
}
void revert() {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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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;
}
}
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std::vector< std::shared_ptr< TetrisBlock > > &getObjects() {
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return pieces;
}
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void setPos( double x, double y ) {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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auto &piece = pieces[i];
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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 );
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}
}
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;
}
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void clear() {
pieces.clear();
pieces_rel_position.clear();
}
void startDescend() {
descend = true;
}
void stopDescend() {
descend = false;
}
void startMovement() {
userMovement += 1;
}
void stopMovement() {
userMovement -= 1;
}
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bool isDescending() {
return descend;
}
bool isMoving() {
return userMovement > 0;
}
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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 );
}
}
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void disableRotation() {
rotate_allowed = false;
}
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void turnIntoShadow() {
for(auto &block : getObjects() ) {
block->setId(SHADOW_ID);
block->setColor("#AAAAAAAA");
}
}
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]);
}
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;
}
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private:
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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);
}
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std::vector< std::vector< int > > pieces_rel_position;
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std::vector< std::shared_ptr< TetrisBlock > > pieces;
std::vector< std::pair< double, double > > original_pos;
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bool descend = false;
int userMovement = 0;
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bool rotate_allowed = true;
std::pair<int,int> movement = {0,0};
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};
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
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std::shared_ptr< TetrisPiece > cur_object;
std::shared_ptr< TetrisPiece > next_object;
std::shared_ptr< TetrisPiece > cur_shadow;
std::shared_ptr< SDLPP::RectangleRender > shadow_colider;
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void doInput( std::shared_ptr< SDLPP::Scene > scene );
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void doInputPause();
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void doInputGameOver();
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bool quit = false;
std::mutex movement_mutex;
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std::shared_ptr< TetrisPiece >
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FF0000";
auto outline = "#AA0000";
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_BRICK, renderer,
scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer, scene ),
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-1, 1 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer,
scene ),
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0, 1 );
retPiece->disableRotation();
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#00FF00";
auto outline = "#00AA00";
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
-1, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_T, renderer, scene ),
0, -1 );
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
1, 0 );
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#0000FF";
auto outline = "#0000AA";
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retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
-2, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer,
scene ),
-1, 0 );
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_RIGHT, renderer,
scene ),
0, -1 );
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FF00FF";
auto outline = "#AA00AA";
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retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer, scene ),
-1, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer,
scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_Z_RIGHT, renderer, scene ),
0, -1 );
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_RIGHT, renderer,
scene ),
1, -1 );
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FFFF00";
auto outline = "#AAAA00";
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retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
color, outline, TETRIS_LINE,
renderer, scene ),
-1, 0 );
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer,
scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_LINE, renderer, scene ),
1, 0 );
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer,
scene ),
2, 0 );
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#00FFFF";
auto outline = "#00AAAA";
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_LEFT, renderer,
scene ),
0, -1 );
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer, scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer,
scene ),
1, 0 );
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer, scene ),
2, 0 );
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return retPiece;
}
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std::shared_ptr< TetrisPiece >
tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FFFFFF";
auto outline = "#AAAAAA";
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_LEFT, renderer,
scene ),
-1, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_Z_LEFT, renderer, scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_LEFT, renderer,
scene ),
0, 1 );
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_LEFT, renderer, scene ),
1, 1 );
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return retPiece;
}
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std::vector< std::shared_ptr< TetrisPiece > ( * )(
std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
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tetrisFunctions = {
tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
tetrisLine, tetrisLLeft, tetrisZLeft,
};
void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
"#222222", true );
bg->setPermanent();
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scene.addObject( bg );
auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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left_barrier->centerX();
left_barrier->setStatic();
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scene.addObject( left_barrier );
auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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right_barrier->centerX();
right_barrier->setStatic();
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scene.addObject( right_barrier );
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04,
0.02, r, "#FF000080", true );
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bottom_barrier->centerX();
bottom_barrier->setStatic();
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scene.addObject( bottom_barrier );
auto tetris = std::make_shared< SDLPP::TextRenderer >(
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5 );
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tetris->centerX();
tetris->setStatic();
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scene.addObject( tetris );
auto next = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF",
"000000", 5, SDLPP_TEXT_CENTER );
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next->centerX();
next->setStatic();
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scene.addObject( next );
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double posy = 1;
auto gameover = std::make_shared< SDLPP::RectangleRender >(
0.5, 0, 0, TOP_BORDER + BLOCK_SIZE, r );
auto gameover_collision = SDLPP::Rect( -1, 0, -1, 0.9 );
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gameover_collision.setInfinite();
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gameover->addCollision( gameover_collision );
gameover->setId( GAME_OVER );
gameover->setColiderColor( "FF0000" );
gameover->setStatic();
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scene.addObject( gameover );
auto score_text = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF",
"#000000", 5, SDLPP_TEXT_CENTER );
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score_text->centerX();
score_text->setStatic();
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scene.addObject( score_text );
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score_texture = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, std::to_string( score ),
"FFFFFF", "000000", 5, SDLPP_TEXT_TOP );
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score_texture->centerX();
score_texture->setStatic();
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scene.addObject( score_texture );
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
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auto colider = std::make_shared< SDLPP::RectangleRender >(
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LEFT_BORDER, posy, RIGHT_BORDER - LEFT_BORDER, BLOCK_SIZE, r );
colider->addCollision(SDLPP::Rect( 0.01, 0.1, 0.98, 0.8 ));
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colider->setId( COLIDER_ID );
colider->setStatic();
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colider->centerX();
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line_coliders.push_back( colider );
scene.addObject( colider );
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}
auto shcol = std::make_shared< SDLPP::RectangleRender >( 0, TOP_BORDER, BLOCK_SIZE, BOTTOM_BORDER - TOP_BORDER, r );
shcol->addCollision(SDLPP::Rect( 0.1, 0.01, 0.8, 0.98 ));
shcol->setId( COLIDER_ID );
shcol->setStatic();
shcol->centerX();
shadow_colider = shcol;
scene.addObject( shadow_colider );
auto border = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER - 1, TOP_BORDER, 1, BOTTOM_BORDER, r);
border->setId( BORDER_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0, 0, 0.99, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
border = std::make_shared< SDLPP::RectangleRender >( RIGHT_BORDER, TOP_BORDER, 1, BOTTOM_BORDER, r);
border->setId( BORDER_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0.01, 0, 1, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
auto floor = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r);
floor->setId( FLOOR_ID );
floor->setStatic();
floor->centerX();
floor->addCollision(SDLPP::Rect(0, 0.01, 1, 1));
floor->setColiderColor("#00FF00");
scene.addObject(floor);
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}
void updateScore() {
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score_texture->setText( *font, std::to_string( score ), "#FFFFFF",
"#000000", 5 );
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}
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void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
"#00000080", true );
bg->setId( 123 );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
y->setId( 0 );
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y->centerX();
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scene.addObject( y );
auto resume =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.51, 0.2, 0.08, r );
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resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
resume->setColor( "#FFFFFF40" );
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resume->centerX();
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scene.addObject( resume );
pause_options.push_back( resume );
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.61, 0.2, 0.08, r );
restart->setText( *font, "Restart", "#FFFFFF", "#000000", 5 );
restart->centerX();
scene.addObject( restart );
pause_options.push_back( restart );
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auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.71, 0.2, 0.08, r );
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quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
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quit->centerX();
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scene.addObject( quit );
pause_options.push_back( quit );
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}
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void addGameOver( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
"#00000080", true );
bg->setId( 123 );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( *font, "GAME OVER", "#FFFFFF", "#000000", 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto restart =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
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restart->setText( *font, "Restart", "#FFFFFF", "#000000", 5 );
restart->centerX();
restart->setColor( "#FFFFFF40" );
scene.addObject( restart );
game_over_options.push_back( restart );
auto quit =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
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quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
quit->centerX();
scene.addObject( quit );
game_over_options.push_back( quit );
}
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void quitGame() {
std::cout << "Quitting!" << std::endl;
quit = true;
}
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
bool ret = true;
bool crash = true;
int left = 0x01;
int right = 0x02;
int bottom = 0x04;
int flags = 0;
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// game board limits
while ( crash ) {
crash = false;
flags = 0;
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for ( auto &block : piece->getObjects() ) {
auto pos = block->getPos();
if ( pos.first < LEFT_BORDER - 0.01 ) {
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flags |= left;
crash = true;
break;
} else if ( pos.first > RIGHT_BORDER - BLOCK_SIZE + 0.01 ) {
crash = true;
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flags |= right;
break;
} else if ( pos.second >= BOTTOM_BORDER ) {
crash = true;
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flags |= bottom;
break;
}
}
if ( crash ) {
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if ( flags & bottom || (flags & left && flags & right) ) {
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piece->revert();
ret = false;
} else {
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if( flags & left )
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piece->movePiece(BLOCK_SIZE, 0);
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else if( flags & right )
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piece->movePiece(-BLOCK_SIZE, 0);
}
}
}
// blocks
crash = true;
bool was_left = false;
bool was_right = false;
bool is_left = false;
bool is_right = false;
while ( crash ) {
is_left = false;
is_right = false;
crash = false;
for(auto &block : piece->getObjects()) {
auto collisions = scene.getCollisions(*block, {BRICK_ID});
if(collisions.size() == 1)
continue;
for(auto &col : collisions) {
crash = true;
is_left |= piece->isLeft(*col);
is_right |= piece->isRight(*col);
}
}
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if(!crash)
break;
if((is_left && is_right) || (is_left && was_right) || (is_right && was_left)) {
piece->revert();
ret = false;
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break;
}
was_left = is_left;
was_right = is_right;
if(is_left)
piece->movePiece(BLOCK_SIZE, 0);
if(is_right)
piece->movePiece(-BLOCK_SIZE, 0);
// either bottom or up
if(!is_left && !is_right) {
piece->revert();
ret = false;
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break;
}
}
return ret;
}
void updateShadow(SDLPP::Scene &scene) {
if(!cur_object) {
cur_shadow->destroy();
cur_shadow.reset();
return;
}
cur_shadow->setPos(cur_object->getPos());
double shadow_drop = BOTTOM_BORDER;
auto &invalid_objects = cur_object->getObjects();
for( auto &x : cur_shadow->getObjects() ) {
if(BOTTOM_BORDER - x->getPos().second < shadow_drop)
shadow_drop = BOTTOM_BORDER - x->getPos().second;
shadow_colider->setPos(x->getPos().first, TOP_BORDER);
auto collisions = scene.getCollisions( *shadow_colider, { BRICK_ID } );
auto curY = x->getPos().second;
for(auto &col : collisions) {
auto colY = col->getPos().second;
if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end())
continue;
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auto possible_drop = colY - curY;
if(possible_drop < shadow_drop && possible_drop >= 0)
shadow_drop = colY - curY;
}
}
shadow_drop -= BLOCK_SIZE;
cur_shadow->setPos(cur_shadow->getPos().first, cur_shadow->getPos().second + shadow_drop);
}
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
auto ret = true;
for ( auto &x : piece->getObjects() ) {
if(x->getId() != 2)
std::cout << "ID: " << x->getId() << std::endl;
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_ID } );
if ( collisions.size() > 1 ) {
ret = false;
break;
}
}
return ret;
}
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
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case SDLK_ESCAPE:
{
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pause = PAUSE_PAUSE;
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pause_scene->updateSizeAndPosition();
std::thread pauseThread( doInputPause );
pauseThread.detach();
} break;
case SDLK_LEFT:
case SDLK_a:
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if(!cur_object)
break;
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cur_object->movePiece(-BLOCK_SIZE, 0);
if(!validPos(scene, cur_object))
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cur_object->movePiece(BLOCK_SIZE, 0);
updateShadow(scene);
ticks_till_movement = 2*TICKS_TILL_MOVE;
cur_object->startMovement();
cur_object->addMovement(-1,0);
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break;
case SDLK_RIGHT:
case SDLK_d:
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if(!cur_object)
break;
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cur_object->movePiece(BLOCK_SIZE, 0);
if(!validPos(scene, cur_object))
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cur_object->movePiece(-BLOCK_SIZE, 0);
updateShadow(scene);
ticks_till_movement = 2*TICKS_TILL_MOVE;
cur_object->startMovement();
cur_object->addMovement(1,0);
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break;
case SDLK_DOWN:
case SDLK_s:
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if(!cur_object)
break;
cur_object->startDescend();
cur_object->addMovement(0,1);
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break;
case SDLK_UP:
case SDLK_w:
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if(!cur_object)
break;
cur_object->rotate();
if( checkRotation( cur_object, scene ) )
cur_shadow->rotate();
updateShadow(scene);
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break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
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}
}
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void handleKeyUp( SDL_Keycode key ) {
switch(key) {
case SDLK_DOWN:
case SDLK_s:
if(!cur_object)
break;
if(cur_object->isDescending()) {
cur_object->stopDescend();
cur_object->addMovement(0,-1);
ticks_till_descend = TICKS_TILL_DESCEND;
}
break;
case SDLK_LEFT:
case SDLK_a:
if(!cur_object)
break;
if(cur_object->isMoving()) {
cur_object->stopMovement();
cur_object->addMovement(1,0);
if(cur_object->isMoving())
ticks_till_movement = TICKS_TILL_MOVE;
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(!cur_object)
break;
if(cur_object->isMoving()) {
cur_object->stopDescend();
cur_object->addMovement(-1,0);
if(cur_object->isMoving())
ticks_till_movement = TICKS_TILL_MOVE;
}
default:
break;
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}
}
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void handleKeyDownPause( SDL_Keycode key ) {
switch ( key ) {
case SDLK_ESCAPE: {
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pause = 0;
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active_scene->setPrevTicks( SDL_GetTicks() );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
} break;
case SDLK_r:
active_scene->getRenderer().setRenderColiders(
!active_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
pause_options[pause_select]->unsetColor();
pause_select++;
if ( pause_select > pause_max )
pause_select = 0;
pause_options[pause_select]->setColor( "FFFFFF40" );
break;
case SDLK_w:
case SDLK_UP:
pause_options[pause_select]->unsetColor();
pause_select--;
if ( pause_select < 0 )
pause_select = pause_max;
pause_options[pause_select]->setColor( "FFFFFF40" );
break;
case SDLK_RETURN:
switch ( pause_select ) {
case 0: {
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pause = 0;
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active_scene->setPrevTicks( SDL_GetTicks() );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
} break;
case 1:
{
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pause = 0;
cur_object.reset();
checked_line = true;
next_object.reset();
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score = 0;
update_score = true;
active_scene->resetScene();
active_scene->setPrevTicks( SDL_GetTicks() );
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
active_scene->getRendererShared(), active_scene );
next_object->setPos( 0.9, 0.5 );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
}
break;
case 2:
quitGame();
default:
break;
}
default:
break;
}
}
void handleKeyDownGameOver( SDL_Keycode key ) {
switch ( key ) {
case SDLK_r:
active_scene->getRenderer().setRenderColiders(
!active_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
game_over_options[game_over_select]->unsetColor();
game_over_select++;
if ( game_over_select > game_over_max )
game_over_select = 0;
game_over_options[game_over_select]->setColor( "FFFFFF40" );
break;
case SDLK_w:
case SDLK_UP:
game_over_options[game_over_select]->unsetColor();
game_over_select--;
if ( game_over_select < 0 )
game_over_select = game_over_max;
game_over_options[game_over_select]->setColor( "FFFFFF40" );
break;
case SDLK_RETURN:
switch ( game_over_select ) {
case 0:
{
// TODO reset function
pause = 0;
cur_object.reset();
checked_line = true;
next_object.reset();
score = 0;
update_score = true;
active_scene->resetScene();
active_scene->setPrevTicks( SDL_GetTicks() );
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
active_scene->getRendererShared(), active_scene );
next_object->setPos( 0.9, 0.5 );
std::thread inputThread( doInput, active_scene );
inputThread.detach();
}
break;
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case 1:
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quitGame();
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default:
break;
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}
default:
break;
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}
}
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void pollEvents( SDLPP::Scene &scene ) {
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SDL_Event event;
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while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDown( event.key.keysym.sym, scene );
break;
case SDL_KEYUP:
handleKeyUp( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED )
scene.updateSizeAndPosition();
default:
break;
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}
}
}
void pollEventsPause() {
SDL_Event event;
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while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownPause( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
active_scene->updateSizeAndPosition();
pause_scene->updateSizeAndPosition();
}
default:
break;
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}
}
}
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void pollEventsGameOver() {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownGameOver( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
active_scene->updateSizeAndPosition();
game_over_scene->updateSizeAndPosition();
}
default:
break;
}
}
}
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void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
auto movement = cur_object->getMovement();
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ticks_till_fall -= ticks;
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if ( cur_object->isDescending() )
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ticks_till_descend -= ticks;
if ( cur_object->isMoving() )
ticks_till_movement -= ticks;
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if ( ticks_till_fall > 0 ) {
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if ( cur_object->isDescending() && ticks_till_descend <= 0 ) {
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ticks_till_descend = TICKS_TILL_DESCEND;
cur_object->movePiece(0, movement.second * BLOCK_SIZE);
if(!validPos(*scene, cur_object)) {
cur_object->movePiece(0, movement.second * -BLOCK_SIZE);
return;
} else
goto check_floor;
}
if ( cur_object->isMoving() && ticks_till_movement <= 0 ) {
ticks_till_movement = TICKS_TILL_MOVE;
cur_object->movePiece(movement.first * BLOCK_SIZE, 0);
if(!validPos(*scene, cur_object)) {
cur_object->movePiece(movement.first * -BLOCK_SIZE, 0);
return;
} else
goto check_floor;
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}
return;
}
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ticks_till_fall = TICKS_TILL_FALL;
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cur_object->movePiece(0, BLOCK_SIZE);
check_floor:
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bool fell = false;
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for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } );
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if ( collisions.size() > 1 ) {
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fell = true;
break;
}
}
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if ( fell ) {
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cur_object->movePiece(0, -BLOCK_SIZE);
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for ( auto &block : cur_object->getObjects() ) {
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if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
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pause = PAUSE_GAME_OVER;
game_over_scene->updateSizeAndPosition();
std::thread pauseThread( doInputGameOver );
pauseThread.detach();
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}
}
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cur_object.reset();
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}
updateShadow(*scene);
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}
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void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
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FPSmanager gFPS;
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SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
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auto base = SDL_GetTicks();
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while ( !quit && !pause ) {
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base = SDL_GetTicks();
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SDL_framerateDelay( &gFPS );
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std::lock_guard< std::mutex > guard( movement_mutex );
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pollEvents( *scene );
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if ( cur_object ) {
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moveThem( scene, SDL_GetTicks() - base );
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continue;
}
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for ( auto &colider : line_coliders ) {
auto collisions = scene->getCollisions( *colider, { BRICK_ID } );
while ( collisions.size() == 10 ) {
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score += 10;
update_score = true;
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for ( auto &col : collisions ) {
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col->destroy();
}
auto colider_y = colider->getPos().second;
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for ( auto &elem : scene->getObjects() ) {
if ( elem->getId() != BRICK_ID )
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continue;
auto pos = elem->getPos();
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if ( pos.second < colider_y && pos.first >= LEFT_BORDER && pos.first <= RIGHT_BORDER ) {
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
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}
}
using namespace std::chrono_literals;
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wait_for_anim = true;
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while ( wait_for_anim ) {
std::this_thread::sleep_for( 0.1s );
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}
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collisions = scene->getCollisions( *colider, { BRICK_ID } );
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}
}
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checked_line = true;
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}
}
void doInputPause() {
FPSmanager gFPS;
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SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( pause ) {
SDL_framerateDelay( &gFPS );
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pollEventsPause();
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if ( !pause )
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break;
}
}
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void doInputGameOver() {
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( pause ) {
SDL_framerateDelay( &gFPS );
pollEventsGameOver();
if ( !pause )
break;
}
}
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int main() {
SDLPP::init();
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SDLPP::Window w( "Tetris clone!" );
w.setResizable(true);
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auto renderer = std::make_shared< SDLPP::Renderer >( w );
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active_renderer = renderer;
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renderer->setBlendMode( SDL_BLENDMODE_BLEND );
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
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active_scene = main_scene;
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font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
addStuff( *main_scene, renderer );
main_scene->saveScene();
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pause_scene = std::make_shared< SDLPP::Scene >( renderer );
addPause( *pause_scene, renderer );
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game_over_scene = std::make_shared<SDLPP::Scene>(renderer);
addGameOver(*game_over_scene, renderer);
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auto base = SDL_GetTicks();
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int frames = 0;
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std::srand( std::time( nullptr ) );
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FPSmanager gFPS;
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SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
std::thread inputThread( doInput, main_scene );
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inputThread.detach();
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next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
renderer, main_scene );
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next_object->setPos( 0.9, 0.5 );
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while ( !quit ) {
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SDL_framerateDelay( &gFPS );
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if ( !cur_object && checked_line ) {
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std::lock_guard< std::mutex > guard( movement_mutex );
cur_object = next_object;
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cur_object->setPos( 0.5, TOP_BORDER - BLOCK_SIZE );
cur_shadow = cur_object->copySelf();
cur_shadow->turnIntoShadow();
for(auto &piece : cur_shadow->getObjects()) {
active_scene->moveZ(piece, -4);
}
updateShadow(*main_scene);
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auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
int retries = 0;
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while ( bag[rand_index] < 4 ) {
rand_index = ( rand_index + 1 ) % 7;
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retries++;
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if ( retries == 7 )
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quitGame();
}
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next_object.reset();
next_object = tetrisFunctions[rand_index]( renderer, main_scene );
next_object->setPos( 0.9, 0.5 );
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checked_line = false;
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}
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if ( update_score ) {
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updateScore();
update_score = false;
}
main_scene->renderScene();
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if ( pause == PAUSE_PAUSE ) {
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pause_scene->renderScene( false );
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} else if ( pause == PAUSE_GAME_OVER ) {
game_over_scene->renderScene( false );
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}
main_scene->presentScene();
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wait_for_anim = false;
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frames++;
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if ( SDL_GetTicks() - base >= 1000 ) {
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base = SDL_GetTicks();
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std::cout << "FPS: " << frames << std::endl;
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frames = 0;
}
}
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return 0;
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}