Tetris pieces should be shared_ptr
This commit is contained in:
parent
5d18c3b923
commit
07fb33c2dd
264
tetris.cpp
264
tetris.cpp
@ -38,7 +38,7 @@ bool update_score = false;
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bool checked_line = false;
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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::vector< int > bag = { 28, 28, 28, 28, 28, 28, 28 };
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std::shared_ptr< SDLPP::Font > font;
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std::shared_ptr< SDLPP::Scene > active_scene;
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@ -50,7 +50,7 @@ public:
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TetrisBlock( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r,
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const std::string &img_or_color, bool is_polygon = false,
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int index = 0)
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int index = 0 )
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
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_index = index;
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bag[_index]--;
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@ -58,6 +58,7 @@ public:
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~TetrisBlock() {
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bag[_index]++;
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}
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private:
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int _index = 0;
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};
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@ -149,8 +150,8 @@ private:
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};
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
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TetrisPiece cur_object;
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TetrisPiece next_object;
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std::shared_ptr< TetrisPiece > cur_object;
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std::shared_ptr< TetrisPiece > next_object;
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void doInput( std::shared_ptr< SDLPP::Scene > scene );
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void doInputPause();
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@ -163,8 +164,8 @@ createTetrisBlock( double x, double y, const std::string &color,
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const std::string &outline, int index,
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std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto ret = std::make_shared< TetrisBlock >(
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x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, color, true, index );
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auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
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renderer, color, true, index );
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ret->setOutlineColor( outline );
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ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
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ret->setId( BRICK_ID );
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@ -173,164 +174,184 @@ createTetrisBlock( double x, double y, const std::string &color,
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return ret;
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}
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TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FF0000";
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auto outline = "#AA0000";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_BRICK, renderer,
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scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_BRICK, renderer, scene ),
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0, 0 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_BRICK, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer,
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scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer, scene ),
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0, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#00FF00";
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auto outline = "#00AA00";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_T, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_T, renderer, scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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1, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#0000FF";
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auto outline = "#0000AA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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-2, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer,
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scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_RIGHT, renderer,
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scene ),
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0, -1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FF00FF";
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auto outline = "#AA00AA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_RIGHT, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_RIGHT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_RIGHT, renderer,
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scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_RIGHT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_Z_RIGHT, renderer, scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_RIGHT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_RIGHT, renderer,
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scene ),
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1, -1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FFFF00";
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auto outline = "#AAAA00";
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retPiece.addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
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color, outline, TETRIS_LINE, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
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color, outline, TETRIS_LINE,
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renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer,
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scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_LINE, renderer, scene ),
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1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer,
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scene ),
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2, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#00FFFF";
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auto outline = "#00AAAA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_LEFT, renderer,
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scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer,
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scene ),
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1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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2, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< TetrisPiece >
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tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = "#FFFFFF";
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auto outline = "#AAAAAA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_LEFT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_LEFT, renderer,
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scene ),
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-1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_LEFT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_Z_LEFT, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_LEFT, renderer, scene ),
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_LEFT, renderer,
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scene ),
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0, 1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_LEFT, renderer, scene ),
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1, 1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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retPiece->setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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std::vector< TetrisPiece ( * )( std::shared_ptr< SDLPP::Renderer >,
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std::shared_ptr< SDLPP::Scene > ) >
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std::vector< std::shared_ptr< TetrisPiece > ( * )(
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std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
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tetrisFunctions = {
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tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
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tetrisLine, tetrisLLeft, tetrisZLeft,
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@ -432,7 +453,7 @@ void quitGame() {
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quit = true;
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}
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void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
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void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
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bool crash = true;
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int left = 0x01;
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int right = 0x02;
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@ -441,7 +462,7 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
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while ( crash ) {
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crash = false;
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flags = 0;
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for ( auto &block : piece.getObjects() ) {
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for ( auto &block : piece->getObjects() ) {
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auto pos = block->getPos();
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if ( pos.first < LEFT_BORDER - 0.01 ) {
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flags = left;
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@ -459,9 +480,9 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
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}
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if ( crash ) {
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if ( flags == bottom ) {
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piece.revert();
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piece->revert();
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} else {
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for ( auto &block : piece.getObjects() ) {
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for ( auto &block : piece->getObjects() ) {
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auto pos = block->getPos();
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switch ( flags ) {
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case 1:
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@ -489,20 +510,22 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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} break;
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case SDLK_LEFT:
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case SDLK_a:
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for ( auto &x : cur_object.getObjects() ) {
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if(!cur_object)
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break;
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for ( auto &x : cur_object->getObjects() ) {
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auto pos = x->getPos();
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// 0.01 because doubles
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if ( pos.first < ( LEFT_BORDER + 0.01 ) )
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crash = true;
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x->setPos( pos.first - BLOCK_SIZE, pos.second );
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}
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for ( auto &x : cur_object.getObjects() ) {
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for ( auto &x : cur_object->getObjects() ) {
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auto collisions = scene.getCollisions( *x, { BRICK_ID } );
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if ( collisions.size() > 1 )
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crash = true;
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}
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if ( crash ) {
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for ( auto &x : cur_object.getObjects() ) {
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for ( auto &x : cur_object->getObjects() ) {
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auto pos = x->getPos();
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x->setPos( pos.first + BLOCK_SIZE, pos.second );
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}
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@ -510,7 +533,9 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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for ( auto &x : cur_object.getObjects() ) {
|
||||
if(!cur_object)
|
||||
break;
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.01 because doubles
|
||||
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 );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
crash = true;
|
||||
}
|
||||
}
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first - BLOCK_SIZE, pos.second );
|
||||
}
|
||||
@ -533,11 +558,15 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
cur_object.startDescend();
|
||||
if(!cur_object)
|
||||
break;
|
||||
cur_object->startDescend();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
if(!cur_object)
|
||||
break;
|
||||
cur_object->rotate();
|
||||
checkRotation( cur_object, scene );
|
||||
break;
|
||||
case SDLK_r:
|
||||
@ -550,7 +579,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
|
||||
void handleKeyUp( SDL_Keycode key ) {
|
||||
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 ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
ticks_till_fall -= ticks;
|
||||
if ( cur_object.isDescending() )
|
||||
if ( cur_object->isDescending() )
|
||||
ticks_till_descend -= ticks;
|
||||
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;
|
||||
goto fall;
|
||||
}
|
||||
@ -659,12 +688,12 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
}
|
||||
ticks_till_fall = TICKS_TILL_FALL;
|
||||
fall:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first, pos.second + BLOCK_SIZE );
|
||||
}
|
||||
bool fell = false;
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto collisions = scene->getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
fell = true;
|
||||
@ -676,17 +705,17 @@ fall:
|
||||
}
|
||||
}
|
||||
if ( fell ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
for ( auto &x : cur_object->getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
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 ) {
|
||||
std::cout << "You lost" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
}
|
||||
cur_object.clear();
|
||||
cur_object->clear();
|
||||
}
|
||||
}
|
||||
|
||||
@ -700,7 +729,7 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEvents( *scene );
|
||||
scene->movement();
|
||||
if ( cur_object.getObjects().size() != 0 ) {
|
||||
if ( cur_object && cur_object->getObjects().size() != 0 ) {
|
||||
moveThem( scene, SDL_GetTicks() - base );
|
||||
continue;
|
||||
}
|
||||
@ -724,8 +753,8 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
}
|
||||
using namespace std::chrono_literals;
|
||||
wait_for_anim = true;
|
||||
while(wait_for_anim) {
|
||||
std::this_thread::sleep_for(0.1s);
|
||||
while ( wait_for_anim ) {
|
||||
std::this_thread::sleep_for( 0.1s );
|
||||
}
|
||||
collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
}
|
||||
@ -771,23 +800,25 @@ int main() {
|
||||
inputThread.detach();
|
||||
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
next_object->setPos( 0.9, 0.5 );
|
||||
while ( !quit ) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
if ( cur_object.getObjects().size() == 0 && checked_line ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
if ( (!cur_object || cur_object->getObjects().size() == 0) && checked_line ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
cur_object.reset();
|
||||
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 );
|
||||
int retries = 0;
|
||||
while(bag[rand_index] < 4) {
|
||||
rand_index = (rand_index + 1)%7;
|
||||
while ( bag[rand_index] < 4 ) {
|
||||
rand_index = ( rand_index + 1 ) % 7;
|
||||
retries++;
|
||||
if(retries == 7)
|
||||
if ( retries == 7 )
|
||||
quitGame();
|
||||
}
|
||||
next_object = tetrisFunctions[rand_index](renderer, main_scene);
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
next_object.reset();
|
||||
next_object = tetrisFunctions[rand_index]( renderer, main_scene );
|
||||
next_object->setPos( 0.9, 0.5 );
|
||||
checked_line = false;
|
||||
}
|
||||
if ( update_score ) {
|
||||
@ -808,4 +839,5 @@ int main() {
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user