Tetris pieces should be shared_ptr

This commit is contained in:
zvon 2020-08-24 08:48:25 +02:00
parent 5d18c3b923
commit 07fb33c2dd

View File

@ -38,7 +38,7 @@ bool update_score = false;
bool checked_line = false; bool checked_line = false;
bool wait_for_anim = false; bool wait_for_anim = false;
std::vector<int> bag = {28, 28, 28, 28, 28, 28, 28}; std::vector< int > bag = { 28, 28, 28, 28, 28, 28, 28 };
std::shared_ptr< SDLPP::Font > font; std::shared_ptr< SDLPP::Font > font;
std::shared_ptr< SDLPP::Scene > active_scene; std::shared_ptr< SDLPP::Scene > active_scene;
@ -48,16 +48,17 @@ class TetrisBlock : public SDLPP::RectangleRender {
public: public:
TetrisBlock() = delete; TetrisBlock() = delete;
TetrisBlock( double x, double y, double w, double h, TetrisBlock( double x, double y, double w, double h,
std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr< SDLPP::Renderer > &r,
const std::string &img_or_color, bool is_polygon = false, const std::string &img_or_color, bool is_polygon = false,
int index = 0) int index = 0 )
: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) { : RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
_index = index; _index = index;
bag[_index]--; bag[_index]--;
} }
~TetrisBlock() { ~TetrisBlock() {
bag[_index]++; bag[_index]++;
} }
private: private:
int _index = 0; int _index = 0;
}; };
@ -149,8 +150,8 @@ private:
}; };
std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders; std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
TetrisPiece cur_object; std::shared_ptr< TetrisPiece > cur_object;
TetrisPiece next_object; std::shared_ptr< TetrisPiece > next_object;
void doInput( std::shared_ptr< SDLPP::Scene > scene ); void doInput( std::shared_ptr< SDLPP::Scene > scene );
void doInputPause(); void doInputPause();
@ -163,8 +164,8 @@ createTetrisBlock( double x, double y, const std::string &color,
const std::string &outline, int index, const std::string &outline, int index,
std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) { std::shared_ptr< SDLPP::Scene > scene ) {
auto ret = std::make_shared< TetrisBlock >( auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, color, true, index ); renderer, color, true, index );
ret->setOutlineColor( outline ); ret->setOutlineColor( outline );
ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) ); ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
ret->setId( BRICK_ID ); ret->setId( BRICK_ID );
@ -173,164 +174,184 @@ createTetrisBlock( double x, double y, const std::string &color,
return ret; return ret;
} }
TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FF0000"; auto color = "#FF0000";
auto outline = "#AA0000"; auto outline = "#AA0000";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_BRICK, renderer, scene ), outline, TETRIS_BRICK, renderer,
0, 0 ); scene ),
retPiece.addPiece( 0, 0 );
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_BRICK, renderer, scene ), 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 ),
0, 0 ); 0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_BRICK, renderer,
outline, TETRIS_BRICK, renderer, scene ), scene ),
0, 0 ); 0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, retPiece->setDefPos( 0.5, TOP_BORDER );
outline, TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#00FF00"; auto color = "#00FF00";
auto outline = "#00AA00"; auto outline = "#00AA00";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ), outline, TETRIS_T, renderer, scene ),
-1, 0 ); -1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ), outline, TETRIS_T, renderer, scene ),
0, 0 ); 0, 0 );
retPiece.addPiece( retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_T, renderer, scene ), TETRIS_T, renderer, scene ),
0, -1 ); 0, -1 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ), outline, TETRIS_T, renderer, scene ),
1, 0 ); 1, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER ); retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#0000FF"; auto color = "#0000FF";
auto outline = "#0000AA"; auto outline = "#0000AA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, retPiece->addPiece(
TOP_BORDER + BLOCK_SIZE, color, createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ), outline, TETRIS_L_RIGHT, renderer, scene ),
-2, 0 ); -2, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ), outline, TETRIS_L_RIGHT, renderer,
-1, 0 ); scene ),
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, -1, 0 );
TOP_BORDER + BLOCK_SIZE, color, retPiece->addPiece(
outline, TETRIS_L_RIGHT, renderer, scene ), createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
0, 0 ); outline, TETRIS_L_RIGHT, renderer, scene ),
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, 0, 0 );
outline, TETRIS_L_RIGHT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
0, -1 ); outline, TETRIS_L_RIGHT, renderer,
retPiece.setDefPos( 0.5, TOP_BORDER ); scene ),
0, -1 );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FF00FF"; auto color = "#FF00FF";
auto outline = "#AA00AA"; auto outline = "#AA00AA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, retPiece->addPiece(
TOP_BORDER + BLOCK_SIZE, color, createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer, scene ), outline, TETRIS_Z_RIGHT, renderer, scene ),
-1, 0 ); -1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer, scene ), outline, TETRIS_Z_RIGHT, renderer,
0, 0 ); scene ),
retPiece.addPiece( 0, 0 );
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_RIGHT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
0, -1 ); TETRIS_Z_RIGHT, renderer, scene ),
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, 0, -1 );
outline, TETRIS_Z_RIGHT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
1, -1 ); outline, TETRIS_Z_RIGHT, renderer,
retPiece.setDefPos( 0.5, TOP_BORDER ); scene ),
1, -1 );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FFFF00"; auto color = "#FFFF00";
auto outline = "#AAAA00"; auto outline = "#AAAA00";
retPiece.addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER, retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
color, outline, TETRIS_LINE, renderer, scene ), color, outline, TETRIS_LINE,
-1, 0 ); renderer, scene ),
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, -1, 0 );
outline, TETRIS_LINE, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
0, 0 ); outline, TETRIS_LINE, renderer,
retPiece.addPiece( scene ),
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ), 0, 0 );
1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, TETRIS_LINE, renderer, scene ),
outline, TETRIS_LINE, renderer, scene ), 1, 0 );
2, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
retPiece.setDefPos( 0.5, TOP_BORDER ); outline, TETRIS_LINE, renderer,
scene ),
2, 0 );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#00FFFF"; auto color = "#00FFFF";
auto outline = "#00AAAA"; auto outline = "#00AAAA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_LEFT, renderer, scene ), outline, TETRIS_L_LEFT, renderer,
0, -1 ); scene ),
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, 0, -1 );
TOP_BORDER + BLOCK_SIZE, color, retPiece->addPiece(
outline, TETRIS_L_LEFT, renderer, scene ), createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
0, 0 ); outline, TETRIS_L_LEFT, renderer, scene ),
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, 0, 0 );
outline, TETRIS_L_LEFT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
1, 0 ); outline, TETRIS_L_LEFT, renderer,
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, scene ),
TOP_BORDER + BLOCK_SIZE, color, 1, 0 );
outline, TETRIS_L_LEFT, renderer, scene ), retPiece->addPiece(
2, 0 ); createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
retPiece.setDefPos( 0.5, TOP_BORDER ); outline, TETRIS_L_LEFT, renderer, scene ),
2, 0 );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< TetrisPiece >
std::shared_ptr< SDLPP::Scene > scene ) { tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
TetrisPiece retPiece{}; std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FFFFFF"; auto color = "#FFFFFF";
auto outline = "#AAAAAA"; auto outline = "#AAAAAA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_LEFT, renderer, scene ), outline, TETRIS_Z_LEFT, renderer,
-1, 0 ); scene ),
retPiece.addPiece( -1, 0 );
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_LEFT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
0, 0 ); TETRIS_Z_LEFT, renderer, scene ),
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, 0, 0 );
outline, TETRIS_Z_LEFT, renderer, scene ), retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
0, 1 ); outline, TETRIS_Z_LEFT, renderer,
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, scene ),
TOP_BORDER + BLOCK_SIZE, color, 0, 1 );
outline, TETRIS_Z_LEFT, renderer, scene ), retPiece->addPiece(
1, 1 ); createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
retPiece.setDefPos( 0.5, TOP_BORDER ); outline, TETRIS_Z_LEFT, renderer, scene ),
1, 1 );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece; return retPiece;
} }
std::vector< TetrisPiece ( * )( std::shared_ptr< SDLPP::Renderer >, std::vector< std::shared_ptr< TetrisPiece > ( * )(
std::shared_ptr< SDLPP::Scene > ) > std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
tetrisFunctions = { tetrisFunctions = {
tetrisBrick, tetrisT, tetrisLRight, tetrisZRight, tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
tetrisLine, tetrisLLeft, tetrisZLeft, tetrisLine, tetrisLLeft, tetrisZLeft,
@ -432,7 +453,7 @@ void quitGame() {
quit = true; quit = true;
} }
void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) { void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
bool crash = true; bool crash = true;
int left = 0x01; int left = 0x01;
int right = 0x02; int right = 0x02;
@ -441,7 +462,7 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
while ( crash ) { while ( crash ) {
crash = false; crash = false;
flags = 0; flags = 0;
for ( auto &block : piece.getObjects() ) { for ( auto &block : piece->getObjects() ) {
auto pos = block->getPos(); auto pos = block->getPos();
if ( pos.first < LEFT_BORDER - 0.01 ) { if ( pos.first < LEFT_BORDER - 0.01 ) {
flags = left; flags = left;
@ -459,9 +480,9 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
} }
if ( crash ) { if ( crash ) {
if ( flags == bottom ) { if ( flags == bottom ) {
piece.revert(); piece->revert();
} else { } else {
for ( auto &block : piece.getObjects() ) { for ( auto &block : piece->getObjects() ) {
auto pos = block->getPos(); auto pos = block->getPos();
switch ( flags ) { switch ( flags ) {
case 1: case 1:
@ -489,20 +510,22 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
} break; } break;
case SDLK_LEFT: case SDLK_LEFT:
case SDLK_a: case SDLK_a:
for ( auto &x : cur_object.getObjects() ) { if(!cur_object)
break;
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
// 0.01 because doubles // 0.01 because doubles
if ( pos.first < ( LEFT_BORDER + 0.01 ) ) if ( pos.first < ( LEFT_BORDER + 0.01 ) )
crash = true; crash = true;
x->setPos( pos.first - BLOCK_SIZE, pos.second ); x->setPos( pos.first - BLOCK_SIZE, pos.second );
} }
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID } ); auto collisions = scene.getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 ) if ( collisions.size() > 1 )
crash = true; crash = true;
} }
if ( crash ) { if ( crash ) {
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
x->setPos( pos.first + BLOCK_SIZE, pos.second ); x->setPos( pos.first + BLOCK_SIZE, pos.second );
} }
@ -510,7 +533,9 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
break; break;
case SDLK_RIGHT: case SDLK_RIGHT:
case SDLK_d: case SDLK_d:
for ( auto &x : cur_object.getObjects() ) { if(!cur_object)
break;
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
// 0.01 because doubles // 0.01 because doubles
if ( pos.first > RIGHT_BORDER - BLOCK_SIZE - 0.01 ) { if ( pos.first > RIGHT_BORDER - BLOCK_SIZE - 0.01 ) {
@ -518,14 +543,14 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
} }
x->setPos( pos.first + BLOCK_SIZE, pos.second ); x->setPos( pos.first + BLOCK_SIZE, pos.second );
} }
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID } ); auto collisions = scene.getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 ) { if ( collisions.size() > 1 ) {
crash = true; crash = true;
} }
} }
if ( crash ) { if ( crash ) {
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
x->setPos( pos.first - BLOCK_SIZE, pos.second ); x->setPos( pos.first - BLOCK_SIZE, pos.second );
} }
@ -533,11 +558,15 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
break; break;
case SDLK_DOWN: case SDLK_DOWN:
case SDLK_s: case SDLK_s:
cur_object.startDescend(); if(!cur_object)
break;
cur_object->startDescend();
break; break;
case SDLK_UP: case SDLK_UP:
case SDLK_w: case SDLK_w:
cur_object.rotate(); if(!cur_object)
break;
cur_object->rotate();
checkRotation( cur_object, scene ); checkRotation( cur_object, scene );
break; break;
case SDLK_r: case SDLK_r:
@ -550,7 +579,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
void handleKeyUp( SDL_Keycode key ) { void handleKeyUp( SDL_Keycode key ) {
if ( key == SDLK_DOWN || key == SDLK_s ) { if ( key == SDLK_DOWN || key == SDLK_s ) {
cur_object.stopDescend(); cur_object->stopDescend();
} }
} }
@ -648,10 +677,10 @@ void pollEventsPause() {
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) { void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
std::lock_guard< std::mutex > guard( movement_mutex ); std::lock_guard< std::mutex > guard( movement_mutex );
ticks_till_fall -= ticks; ticks_till_fall -= ticks;
if ( cur_object.isDescending() ) if ( cur_object->isDescending() )
ticks_till_descend -= ticks; ticks_till_descend -= ticks;
if ( ticks_till_fall > 0 ) { if ( ticks_till_fall > 0 ) {
if ( cur_object.isDescending() && ticks_till_descend <= 0 ) { if ( cur_object->isDescending() && ticks_till_descend <= 0 ) {
ticks_till_descend = TICKS_TILL_DESCEND; ticks_till_descend = TICKS_TILL_DESCEND;
goto fall; goto fall;
} }
@ -659,12 +688,12 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
} }
ticks_till_fall = TICKS_TILL_FALL; ticks_till_fall = TICKS_TILL_FALL;
fall: fall:
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
x->setPos( pos.first, pos.second + BLOCK_SIZE ); x->setPos( pos.first, pos.second + BLOCK_SIZE );
} }
bool fell = false; bool fell = false;
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene->getCollisions( *x, { BRICK_ID } ); auto collisions = scene->getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 ) { if ( collisions.size() > 1 ) {
fell = true; fell = true;
@ -676,17 +705,17 @@ fall:
} }
} }
if ( fell ) { if ( fell ) {
for ( auto &x : cur_object.getObjects() ) { for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos(); auto pos = x->getPos();
x->setPos( pos.first, pos.second - BLOCK_SIZE ); x->setPos( pos.first, pos.second - BLOCK_SIZE );
} }
for ( auto &block : cur_object.getObjects() ) { for ( auto &block : cur_object->getObjects() ) {
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) { if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
std::cout << "You lost" << std::endl; std::cout << "You lost" << std::endl;
quitGame(); quitGame();
} }
} }
cur_object.clear(); cur_object->clear();
} }
} }
@ -700,7 +729,7 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
SDL_framerateDelay( &gFPS ); SDL_framerateDelay( &gFPS );
pollEvents( *scene ); pollEvents( *scene );
scene->movement(); scene->movement();
if ( cur_object.getObjects().size() != 0 ) { if ( cur_object && cur_object->getObjects().size() != 0 ) {
moveThem( scene, SDL_GetTicks() - base ); moveThem( scene, SDL_GetTicks() - base );
continue; continue;
} }
@ -724,8 +753,8 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
} }
using namespace std::chrono_literals; using namespace std::chrono_literals;
wait_for_anim = true; wait_for_anim = true;
while(wait_for_anim) { while ( wait_for_anim ) {
std::this_thread::sleep_for(0.1s); std::this_thread::sleep_for( 0.1s );
} }
collisions = scene->getCollisions( *colider, { BRICK_ID } ); collisions = scene->getCollisions( *colider, { BRICK_ID } );
} }
@ -771,23 +800,25 @@ int main() {
inputThread.detach(); inputThread.detach();
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )]( next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
renderer, main_scene ); renderer, main_scene );
next_object.setPos( 0.9, 0.5 ); next_object->setPos( 0.9, 0.5 );
while ( !quit ) { while ( !quit ) {
SDL_framerateDelay(&gFPS); SDL_framerateDelay( &gFPS );
if ( cur_object.getObjects().size() == 0 && checked_line ) { if ( (!cur_object || cur_object->getObjects().size() == 0) && checked_line ) {
std::lock_guard< std::mutex > guard( movement_mutex ); std::lock_guard< std::mutex > guard( movement_mutex );
cur_object.reset();
cur_object = next_object; cur_object = next_object;
cur_object.setPos( 0.5, TOP_BORDER ); cur_object->setPos( 0.5, TOP_BORDER );
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 ); auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
int retries = 0; int retries = 0;
while(bag[rand_index] < 4) { while ( bag[rand_index] < 4 ) {
rand_index = (rand_index + 1)%7; rand_index = ( rand_index + 1 ) % 7;
retries++; retries++;
if(retries == 7) if ( retries == 7 )
quitGame(); quitGame();
} }
next_object = tetrisFunctions[rand_index](renderer, main_scene); next_object.reset();
next_object.setPos( 0.9, 0.5 ); next_object = tetrisFunctions[rand_index]( renderer, main_scene );
next_object->setPos( 0.9, 0.5 );
checked_line = false; checked_line = false;
} }
if ( update_score ) { if ( update_score ) {
@ -808,4 +839,5 @@ int main() {
frames = 0; frames = 0;
} }
} }
return 0;
} }