TETRIS: separate into multiple files, add options

This commit is contained in:
zvon 2020-09-11 21:34:43 +02:00
parent 47349c06c1
commit 51699740ab
12 changed files with 1766 additions and 1276 deletions

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@ -432,14 +432,14 @@ protected:
std::shared_ptr< Texture > texture; std::shared_ptr< Texture > texture;
std::shared_ptr< Renderer > renderer; std::shared_ptr< Renderer > renderer;
std::shared_ptr< CollisionPolygon > polygon; std::shared_ptr< CollisionPolygon > polygon;
double movementSpeed; double movementSpeed = 0;
std::pair< int, int > movementDirection; std::pair< int, int > movementDirection = {0,0};
std::vector< std::shared_ptr< RenderObject > > colidedWith; std::vector< std::shared_ptr< RenderObject > > colidedWith;
uint64_t id; uint64_t id = -1;
bool hidden = false; bool hidden = false;
bool kill = false; bool kill = false;
std::tuple< int, int, int, int > colider_color = { 0x00, 0xFF, 0xFF, 0xFF }; std::tuple< int, int, int, int > colider_color = { 0x00, 0xFF, 0xFF, 0xFF };
uint64_t scene_id; uint64_t scene_id = -1;
bool permanent = false; bool permanent = false;
bool is_static = true; bool is_static = true;
@ -517,6 +517,15 @@ public:
std::vector< std::shared_ptr< RenderObject > > getObjects() { std::vector< std::shared_ptr< RenderObject > > getObjects() {
return render_objects; return render_objects;
} }
std::vector< std::shared_ptr< RenderObject > > getObjects(const std::unordered_set< int > &objectIDs) {
std::vector< std::shared_ptr< RenderObject > > ret{};
for ( const auto &x : render_objects ) {
if ( objectIDs.find( x->getId() ) != objectIDs.end() ) {
ret.push_back( x );
}
}
return ret;
}
void movement() { void movement() {
checkKilled(); checkKilled();
render_mutex.lock(); render_mutex.lock();
@ -980,7 +989,6 @@ public:
pixel_x2 = std::round(x2_ * dimension); pixel_x2 = std::round(x2_ * dimension);
pixel_y1 = std::round(y1_ * dimension); pixel_y1 = std::round(y1_ * dimension);
pixel_y2 = std::round(y2_ * dimension); pixel_y2 = std::round(y2_ * dimension);
std::cout << "x1: " << pixel_x1 << ", y1: " << pixel_y1 << ", x2: " << pixel_x2 << ", y2: " << pixel_y2 << std::endl;
for ( auto &x : collisions ) { for ( auto &x : collisions ) {
x->updateCollision( collisionPushX(), collisionPushY(), x->updateCollision( collisionPushX(), collisionPushY(),
collisionWidth(), collisionHeight() ); collisionWidth(), collisionHeight() );
@ -1245,9 +1253,21 @@ public:
const std::string &color = "FFFFFF", const std::string &color = "FFFFFF",
const std::string &outline_color = "000000", const std::string &outline_color = "000000",
int outline_size = -1 ) { int outline_size = -1 ) {
setTexture( font, text, color, outline_color, outline_size ); _text = text;
setTextColor(font, color, outline_color, outline_size);
}
void setTextColor( Font &font, const std::string &color = "FFFFFF",
const std::string &outline_color = "000000",
int outline_size = -1) {
std::cout << "TEXT: " << _text << ", COLOR: " << color << ", OUTLINE_COLOR: " << outline_color << ", OUTLINE_SIZE: " << outline_size << std::endl;
setTexture( font, _text, color, outline_color, outline_size );
updateDstRect(); updateDstRect();
} }
void changeText( const std::string &text ) {
std::cout << _text << std::endl;
_text = text;
std::cout << _text << std::endl;
}
void setFlags( int flags ) { void setFlags( int flags ) {
position_flags = flags; position_flags = flags;
updateDstRect(); updateDstRect();
@ -1315,6 +1335,7 @@ private:
dst_rect.y = rect.y + rect.h - dst_rect.h; dst_rect.y = rect.y + rect.h - dst_rect.h;
} }
} }
std::string _text{};
int position_flags = 0; int position_flags = 0;
SDL_Rect dst_rect{}; SDL_Rect dst_rect{};
}; };

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@ -6,12 +6,20 @@ LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread
.PHONY: default .PHONY: default
default: tetris default: tetris
tetris: tetris.o sdlpp.o tetris: tetris.o sdlpp.o scenes.o config.o functions.o global_vars.o
$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS} $(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
sdlpp.o: ../sdlpp.cpp ../sdlpp.hpp sdlpp.o: ../sdlpp.cpp ../sdlpp.hpp
$(CXX) $(CFLAGS) -c -o $@ $< $(CXX) $(CFLAGS) -c -o $@ $<
tetris.o: tetris.cpp ../sdlpp.hpp config.hpp tetris.o: tetris.cpp ../sdlpp.hpp config.hpp custom_classes.hpp scenes.hpp
$(CXX) $(CFLAGS) -c -o $@ $<
scenes.o: scenes.cpp ../sdlpp.hpp config.hpp scenes.hpp
$(CXX) $(CFLAGS) -c -o $@ $<
config.o: config.cpp config.hpp
$(CXX) $(CFLAGS) -c -o $@ $<
functions.o: functions.cpp config.hpp functions.hpp
$(CXX) $(CFLAGS) -c -o $@ $<
global_vars.o: global_vars.cpp config.hpp global_vars.hpp
$(CXX) $(CFLAGS) -c -o $@ $< $(CXX) $(CFLAGS) -c -o $@ $<
clean: clean:

79
tetris/config.cpp Normal file
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@ -0,0 +1,79 @@
#include "config.hpp"
std::map<std::string, std::map<std::string, std::string>> color_schemes = {
{ "default", {
{"piece_brick", "#FF0000"},
{"piece_brick_out", "#AA0000"},
{"piece_T", "#00FF00"},
{"piece_T_out", "#00AA00"},
{"piece_L_right", "#0000FF"},
{"piece_L_right_out", "#0000AA"},
{"piece_Z_right", "#FF00FF"},
{"piece_Z_right_out", "#AA00AA"},
{"piece_line", "#FFFF00"},
{"piece_line_out", "#AAAA00"},
{"piece_L_left", "#00FFFF"},
{"piece_L_left_out", "#00AAAA"},
{"piece_Z_left", "#FFFFFF"},
{"piece_Z_left_out", "#AAAAAA"},
{"shadow", "#AAAAAAAA"},
{"background", "#222222"},
{"line", "#888888"},
{"barrier", "#AA0000"},
{"text", "#FFFFFF"},
{"text_out", "#000000"},
{"menu_background", "#00000080"},
{"menu_item_background", "#FFFFFF40"},
}},
{ "gruvbox_dark", {
{"piece_brick", "#cc241d"},
{"piece_brick_out", "#fb4934"},
{"piece_T", "#98971a"},
{"piece_T_out", "#b8bb26"},
{"piece_L_right", "#458588"},
{"piece_L_right_out", "#83a598"},
{"piece_Z_right", "#b16286"},
{"piece_Z_right_out", "#d3869b"},
{"piece_line", "#d79921"},
{"piece_line_out", "#fabd2f"},
{"piece_L_left", "#689d6a"},
{"piece_L_left_out", "#8ec07c"},
{"piece_Z_left", "#a89984"},
{"piece_Z_left_out", "#ebdbb2"},
{"shadow", "#bdae9380"},
{"background", "#282828"},
{"line", "#fbf1c7"},
{"barrier", "#d65d0e"},
{"text", "#ebdbb2"},
{"text_out", "#1d2021"},
{"menu_background", "#28282880"},
{"menu_item_background", "#d5c4a180"},
}},
{ "blackandwhite", {
{"piece_brick", "#FFFFFF"},
{"piece_brick_out", "#000000"},
{"piece_T", "#FFFFFF"},
{"piece_T_out", "#000000"},
{"piece_L_right", "#FFFFFF"},
{"piece_L_right_out", "#000000"},
{"piece_Z_right", "#FFFFFF"},
{"piece_Z_right_out", "#000000"},
{"piece_line", "#FFFFFF"},
{"piece_line_out", "#000000"},
{"piece_L_left", "#FFFFFF"},
{"piece_L_left_out", "#000000"},
{"piece_Z_left", "#FFFFFF"},
{"piece_Z_left_out", "#000000"},
{"shadow", "#FFFFFF80"},
{"background", "#000000"},
{"line", "#FFFFFF"},
{"barrier", "#FFFFFF"},
{"text", "#FFFFFF"},
{"text_out", "#000000"},
{"menu_background", "#00000080"},
{"menu_item_background", "#FFFFFF40"},
}},
};
std::vector<std::string> color_schemes_names = { "default", "gruvbox_dark", "blackandwhite" };
long unsigned int selected_color_scheme = 0;
bool g_show_shadow = true;

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@ -1,78 +1,62 @@
#ifndef TETRIS_CONFIG_H
#define TETRIS_CONFIG_H
#include <map> #include <map>
#include <string> #include <string>
#include <vector> #include <vector>
std::map<std::string, std::map<std::string, std::string>> color_schemes = { #define COLIDER_ID 0x00000001
{ "default", { #define BRICK_ID 0x00000002
{"piece_brick", "#FF0000"}, #define GAME_OVER 0x00000003
{"piece_brick_out", "#AA0000"}, #define SHADOW_ID 0x00000004
{"piece_T", "#00FF00"}, #define BORDER_LEFT_ID 0x00000005
{"piece_T_out", "#00AA00"}, #define BORDER_RIGHT_ID 0x00000006
{"piece_L_right", "#0000FF"}, #define FLOOR_ID 0x00000007
{"piece_L_right_out", "#0000AA"}, #define SCORE_TEXTURE_ID 0x00000008
{"piece_Z_right", "#FF00FF"}, #define BACKGROUND_ID 0x00000009
{"piece_Z_right_out", "#AA00AA"}, #define LINE_ID 0x0000000A
{"piece_line", "#FFFF00"}, #define BARRIER_ID 0x0000000B
{"piece_line_out", "#AAAA00"}, #define TEXT_ID 0x0000000C
{"piece_L_left", "#00FFFF"},
{"piece_L_left_out", "#00AAAA"}, #define MENU_ITEM_ID 0x00000001
{"piece_Z_left", "#FFFFFF"}, #define MENU_BACKGROUND_ID 0x00000002
{"piece_Z_left_out", "#AAAAAA"}, #define MENU_TEXT_ID 0x00000003
{"shadow", "#AAAAAAAA"},
{"background", "#222222"}, #define LEFT_BORDER 0.3
{"line", "#888888"}, #define RIGHT_BORDER 0.7
{"barrier", "#AA0000"}, #define BOTTOM_BORDER 1
{"text", "#FFFFFF"}, #define TOP_BORDER 0.16
{"text_out", "#000000"}, #define BLOCK_SIZE 0.04
{"menu_background", "#00000080"},
{"menu_item_background", "#FFFFFF40"}, #define PIECE_BRICK 0
}}, #define PIECE_T 1
{ "gruvbox_dark", { #define PIECE_L_RIGHT 2
{"piece_brick", "#cc241d"}, #define PIECE_Z_RIGHT 3
{"piece_brick_out", "#fb4934"}, #define PIECE_LINE 4
{"piece_T", "#98971a"}, #define PIECE_L_LEFT 5
{"piece_T_out", "#b8bb26"}, #define PIECE_Z_LEFT 6
{"piece_L_right", "#458588"},
{"piece_L_right_out", "#83a598"}, #define TICKS_TILL_FALL 500
{"piece_Z_right", "#b16286"}, #define TICKS_TILL_DESCEND 50
{"piece_Z_right_out", "#d3869b"}, #define TICKS_TILL_MOVE 100
{"piece_line", "#d79921"},
{"piece_line_out", "#fabd2f"}, #define PAUSE_PAUSE 1
{"piece_L_left", "#689d6a"}, #define PAUSE_GAME_OVER 2
{"piece_L_left_out", "#8ec07c"},
{"piece_Z_left", "#a89984"}, #define TETRIS_BRICK 0
{"piece_Z_left_out", "#ebdbb2"}, #define TETRIS_T 1
{"shadow", "#bdae9380"}, #define TETRIS_L_RIGHT 2
{"background", "#282828"}, #define TETRIS_Z_RIGHT 3
{"line", "#fbf1c7"}, #define TETRIS_LINE 4
{"barrier", "#d65d0e"}, #define TETRIS_L_LEFT 5
{"text", "#ebdbb2"}, #define TETRIS_Z_LEFT 6
{"text_out", "#1d2021"},
{"menu_background", "#28282880"}, #define PIECE_ACTION_UPDATE_COLOR 0
{"menu_item_background", "#d5c4a180"},
}}, #define colors color_schemes[color_schemes_names[selected_color_scheme]]
{ "blackandwhite", {
{"piece_brick", "#FFFFFF"}, extern std::map<std::string, std::map<std::string, std::string>> color_schemes;
{"piece_brick_out", "#000000"}, extern std::vector<std::string> color_schemes_names;
{"piece_T", "#FFFFFF"}, extern long unsigned int selected_color_scheme;
{"piece_T_out", "#000000"}, extern bool g_show_shadow;
{"piece_L_right", "#FFFFFF"},
{"piece_L_right_out", "#000000"}, #endif
{"piece_Z_right", "#FFFFFF"},
{"piece_Z_right_out", "#000000"},
{"piece_line", "#FFFFFF"},
{"piece_line_out", "#000000"},
{"piece_L_left", "#FFFFFF"},
{"piece_L_left_out", "#000000"},
{"piece_Z_left", "#FFFFFF"},
{"piece_Z_left_out", "#000000"},
{"shadow", "#FFFFFF80"},
{"background", "#000000"},
{"line", "#FFFFFF"},
{"barrier", "#FFFFFF"},
{"text", "#FFFFFF"},
{"text_out", "#000000"},
{"menu_background", "#00000080"},
{"menu_item_background", "#FFFFFF40"},
}},
};

267
tetris/custom_classes.hpp Normal file
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@ -0,0 +1,267 @@
#ifndef TETRIS_CUSTOM_CLASSES_H
#define TETRIS_CUSTOM_CLASSES_H
#include "../sdlpp.hpp"
#include "config.hpp"
class TetrisBlock : public SDLPP::RectangleRender {
public:
TetrisBlock() = delete;
TetrisBlock( double x, double y, double w, double h,
const std::shared_ptr< SDLPP::Renderer > &r,
const std::string &img_or_color, bool is_polygon,
int index, std::shared_ptr<SDLPP::Scene> scene, std::vector<int> &bag )
: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ), pieces_bag(bag) {
_index = index;
pieces_bag[_index]--;
_scene = scene;
}
TetrisBlock( const TetrisBlock &other ) : TetrisBlock(other.getDoubleRect().first.first,other.getDoubleRect().first.second,other.getDoubleRect().second.first,other.getDoubleRect().second.second,other.getRenderer(), other.getColor(), true, other._index, other._scene, other.pieces_bag) {}
~TetrisBlock() {
pieces_bag[_index]++;
}
virtual std::shared_ptr<RenderObject> copySelf() override {
return std::make_shared<TetrisBlock>(*this);
}
std::shared_ptr<TetrisBlock> copyInScene() {
auto ret = std::shared_ptr<TetrisBlock>(new TetrisBlock(*this));
_scene->addObject(ret);
return ret;
}
bool isSamePos(const SDLPP::RenderObject &other) const {
auto mypos = getPos();
auto otherpos = other.getPos();
auto diff1 = mypos.first - otherpos.first;
diff1 = (diff1 < 0) * (-1) * diff1 + (diff1 > 0) * diff1;
auto diff2 = mypos.second - otherpos.second;
diff2 = (diff2 < 0) * (-1) * diff2 + (diff2 > 0) * diff2;
return diff1 < 0.0001 && diff2 < 0.0001;
}
virtual void specialAction( int code ) override {
switch(code) {
case PIECE_ACTION_UPDATE_COLOR: {
auto piece_name = getPieceName();
setColor(colors[piece_name]);
setOutlineColor(colors[piece_name + "_out"]);
}
default:
break;
}
}
private:
std::string getPieceName() {
switch(_index) {
case PIECE_BRICK:
return "piece_brick";
case PIECE_T:
return "piece_T";
case PIECE_L_RIGHT:
return "piece_L_right";
case PIECE_Z_RIGHT:
return "piece_Z_right";
case PIECE_LINE:
return "piece_line";
case PIECE_L_LEFT:
return "piece_L_left";
case PIECE_Z_LEFT:
return "piece_Z_left";
default:
break;
}
return "";
}
int _index = 0;
std::shared_ptr<SDLPP::Scene> _scene;
std::vector<int> &pieces_bag;
};
class TetrisPiece {
public:
TetrisPiece() {
original_pos.reserve( 4 );
}
void addPiece( std::shared_ptr< TetrisBlock > piece, int x,
int y ) {
pieces.push_back( piece );
pieces_rel_position.push_back( { 0, 0, 0, 0 } );
// done this way for SPEEEEEEED
// left
pieces_rel_position.back()[0] = ( x < 0 ) * ( -1 ) * x;
// right
pieces_rel_position.back()[1] = ( x > 0 ) * x;
// top
pieces_rel_position.back()[2] = ( y < 0 ) * ( -1 ) * y;
// bottom
pieces_rel_position.back()[3] = ( y > 0 ) * y;
}
void rotate() {
if(!rotate_allowed)
return;
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
auto position = piece->getPos();
original_pos[i] = position;
position.first += positions[0] * BLOCK_SIZE;
position.first -= positions[1] * BLOCK_SIZE;
position.second += positions[2] * BLOCK_SIZE;
position.second -= positions[3] * BLOCK_SIZE;
auto bottom = positions[3];
auto top = positions[2];
positions[3] = positions[1];
positions[2] = positions[0];
positions[1] = top;
positions[0] = bottom;
position.first -= positions[0] * BLOCK_SIZE;
position.first += positions[1] * BLOCK_SIZE;
position.second -= positions[2] * BLOCK_SIZE;
position.second += positions[3] * BLOCK_SIZE;
piece->setPos( position.first, position.second );
}
}
void revert() {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
piece->setPos( original_pos[i].first, original_pos[i].second );
auto top = positions[1];
auto bottom = positions[0];
positions[1] = positions[3];
positions[0] = positions[2];
positions[2] = top;
positions[3] = bottom;
}
}
std::vector< std::shared_ptr< TetrisBlock > > &getObjects() {
return pieces;
}
void setPos( double x, double y ) {
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
std::pair<double, double> pos = {x, y};
pos.first -= positions[0] * BLOCK_SIZE;
pos.first += positions[1] * BLOCK_SIZE;
pos.second -= positions[2] * BLOCK_SIZE;
pos.second += positions[3] * BLOCK_SIZE;
piece->setPos( pos.first, pos.second );
}
}
void setPos(const std::pair<double,double> &pos) {
setPos(pos.first, pos.second);
}
std::pair<double, double> getPos() {
auto &piece = pieces[0];
auto &relpositions = pieces_rel_position[0];
auto pos = piece->getPos();
pos.first += relpositions[0] * BLOCK_SIZE;
pos.first -= relpositions[1] * BLOCK_SIZE;
pos.second += relpositions[2] * BLOCK_SIZE;
pos.second -= relpositions[3] * BLOCK_SIZE;
return pos;
}
void clear() {
pieces.clear();
pieces_rel_position.clear();
}
void startDescend() {
descend = true;
}
void stopDescend() {
descend = false;
}
void startMovement() {
userMovement += 1;
}
void stopMovement() {
userMovement -= 1;
}
bool isDescending() {
return descend;
}
bool isMoving() {
return userMovement > 0;
}
bool isLeft(const SDLPP::RenderObject &block) const {
return isPosition(block, 0);
}
bool isRight(const SDLPP::RenderObject &block) const {
return isPosition(block, 1);
}
void movePiece(double x, double y) {
for ( auto &block : getObjects() ) {
auto pos = block->getPos();
block->setPos( pos.first + x, pos.second + y );
}
}
void disableRotation() {
rotate_allowed = false;
}
void turnIntoShadow() {
for(auto &block : getObjects() ) {
block->setId(SHADOW_ID);
block->setColor(colors["shadow"]);
}
setHidden(!g_show_shadow);
}
std::shared_ptr<TetrisPiece> copySelf() {
auto ret = std::make_shared<TetrisPiece>();
for(int i = 0; i < 4; i++) {
auto block = pieces[i]->copyInScene();
block->centerX();
ret->addBlockInPos(block, pieces_rel_position[i]);
}
return ret;
}
void destroy() {
for(auto &x : getObjects()) {
x->destroy();
}
}
void addMovement(int x, int y) {
movement.first += x;
movement.second += y;
}
std::pair<int,int> getMovement() const {
return movement;
}
void setHidden(bool hidden) {
_hidden = hidden;
for(auto &x : getObjects()) {
x->setHidden(hidden);
}
}
bool getHidden() {
return _hidden;
}
private:
bool isPosition(const SDLPP::RenderObject &block, int pos) const {
for(int i = 0; i < 4; i++) {
if(pieces[i]->isSamePos(block)) {
return pieces_rel_position[i][pos] != 0;
}
}
return false;
}
void resetBlock(int index, std::shared_ptr< TetrisBlock > piece) {
piece->setPos(pieces[index]->getPos());
pieces[index] = piece;
}
void addBlockInPos(std::shared_ptr<TetrisBlock> piece, const std::vector<int> &relpos) {
pieces.push_back( piece );
pieces_rel_position.push_back(relpos);
}
std::vector< std::vector< int > > pieces_rel_position;
std::vector< std::shared_ptr< TetrisBlock > > pieces;
std::vector< std::pair< double, double > > original_pos;
bool descend = false;
int userMovement = 0;
bool rotate_allowed = true;
std::pair<int,int> movement = {0,0};
bool _hidden = false;
};
#endif

414
tetris/functions.cpp Normal file
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@ -0,0 +1,414 @@
#include "functions.hpp"
#include "custom_classes.hpp"
#include "global_vars.hpp"
#include "scenes.hpp"
#include <thread>
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
auto ret = true;
for ( auto &x : piece->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
if ( collisions.size() > 1 ) {
ret = false;
break;
}
}
return ret;
}
void updateShadow(SDLPP::Scene &scene) {
if(!g_cur_object) {
g_cur_shadow->destroy();
g_cur_shadow.reset();
return;
}
g_cur_shadow->setPos(g_cur_object->getPos());
double shadow_drop = BOTTOM_BORDER;
auto &invalid_objects = g_cur_object->getObjects();
for( auto &x : g_cur_shadow->getObjects() ) {
if(BOTTOM_BORDER - x->getPos().second < shadow_drop)
shadow_drop = BOTTOM_BORDER - x->getPos().second;
g_shadow_colider->setPos(x->getPos().first, TOP_BORDER);
auto collisions = scene.getCollisions( *g_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;
auto possible_drop = colY - curY;
if(possible_drop < shadow_drop && possible_drop >= 0)
shadow_drop = colY - curY;
}
}
shadow_drop -= BLOCK_SIZE;
g_cur_shadow->setPos(g_cur_shadow->getPos().first, g_cur_shadow->getPos().second + shadow_drop);
}
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
auto movement = g_cur_object->getMovement();
g_ticks_till_fall -= ticks;
if ( g_cur_object->isDescending() )
g_ticks_till_descend -= ticks;
if ( g_cur_object->isMoving() )
g_ticks_till_movement -= ticks;
if ( g_ticks_till_fall > 0 ) {
if ( g_cur_object->isDescending() && g_ticks_till_descend <= 0 ) {
g_ticks_till_descend = TICKS_TILL_DESCEND;
g_cur_object->movePiece(0, movement.second * BLOCK_SIZE);
if(!validPos(*scene, g_cur_object)) {
g_cur_object->movePiece(0, movement.second * -BLOCK_SIZE);
return;
} else
goto check_floor;
}
if ( g_cur_object->isMoving() && g_ticks_till_movement <= 0 ) {
g_ticks_till_movement = TICKS_TILL_MOVE;
g_cur_object->movePiece(movement.first * BLOCK_SIZE, 0);
if(!validPos(*scene, g_cur_object)) {
g_cur_object->movePiece(movement.first * -BLOCK_SIZE, 0);
return;
} else
goto check_floor;
}
return;
}
g_ticks_till_fall = TICKS_TILL_FALL;
g_cur_object->movePiece(0, BLOCK_SIZE);
check_floor:
bool fell = false;
for ( auto &x : g_cur_object->getObjects() ) {
auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } );
if ( collisions.size() > 1 ) {
fell = true;
break;
}
}
if ( fell ) {
g_cur_object->movePiece(0, -BLOCK_SIZE);
for ( auto &block : g_cur_object->getObjects() ) {
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
g_pause = PAUSE_GAME_OVER;
g_game_over_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_game_over_scene );
g_input_functions.push_back(gameOverSceneInput);
break;
}
}
g_cur_object.reset();
}
updateShadow(*scene);
}
void quitGame() {
std::cout << "Quitting!" << std::endl;
g_quit = true;
}
void resetGame() {
g_pause = 0;
g_cur_object.reset();
g_checked_line = true;
g_next_object.reset();
g_score = 0;
g_update_score = true;
g_main_scene->resetScene();
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
g_main_scene->getRendererShared(), g_main_scene );
g_next_object->setPos( 0.9, 0.5 );
g_active_scenes.push_back( g_main_scene );
g_active_scenes = {g_main_scene};
g_input_functions = {mainSceneInput};
}
int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock> block, SDLPP::Scene &scene, int left, int right, int bottom) {
int retFlags = 0;
auto collisions = scene.getCollisions(*block, {BORDER_LEFT_ID, BORDER_RIGHT_ID, FLOOR_ID});
for(auto &col : collisions) {
switch(col->getId()) {
case BORDER_LEFT_ID:
retFlags |= left;
break;
case BORDER_RIGHT_ID:
retFlags |= right;
break;
case FLOOR_ID:
retFlags |= right;
default:
break;
}
}
collisions = scene.getCollisions(*block, {BRICK_ID});
if(collisions.size() > 1) {
for(auto &col : collisions) {
if(piece->isLeft(*col))
retFlags |= left;
else if(piece->isRight(*col))
retFlags |= right;
else
retFlags |= bottom;
}
}
return retFlags;
}
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
int crash = 0;
int cur_left = 0x01;
int cur_right = 0x02;
int was_left = 0x04;
int was_right = 0x08;
int bottom = 0x10;
int counter = 0;
do {
counter++;
if(counter > 5) {
piece->revert();
return false;
}
crash = 0;
for(auto &block : piece->getObjects()) {
crash |= crashFlags(piece, block, scene, cur_left, cur_right, bottom);
}
if(crash & bottom || (crash & cur_left && crash & cur_right) ||
(crash & cur_left && crash & was_right) || (crash & cur_right && crash & was_left)) {
piece->revert();
return false;
}
crash &= ~(was_left | was_right);
if(crash & cur_left) {
piece->movePiece(BLOCK_SIZE, 0);
crash &= ~cur_left;
crash |= was_left;
}
if(crash & cur_right) {
piece->movePiece(-BLOCK_SIZE, 0);
crash &= ~cur_right;
crash |= was_right;
}
} while(crash);
return true;
}
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, g_bag );
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;
}
std::shared_ptr< TetrisPiece >
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_brick"];
auto outline = colors["piece_brick_out"];
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_BRICK, renderer,
scene ),
-1, 0 );
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 ),
-1, 1 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer,
scene ),
0, 1 );
retPiece->disableRotation();
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_T"];
auto outline = colors["piece_T_out"];
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 );
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_L_right"];
auto outline = colors["piece_L_right_out"];
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 );
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_Z_right"];
auto outline = colors["piece_Z_right_out"];
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 );
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_line"];
auto outline = colors["piece_line_out"];
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 );
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_L_left"];
auto outline = colors["piece_L_left_out"];
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 );
return retPiece;
}
std::shared_ptr< TetrisPiece >
tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto retPiece = std::make_shared< TetrisPiece >();
auto color = colors["piece_Z_left"];
auto outline = colors["piece_Z_left_out"];
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 );
return retPiece;
}
void updateColors() {
for(auto &x : g_main_scene->getObjects({BRICK_ID})) {
x->specialAction(PIECE_ACTION_UPDATE_COLOR);
}
for(auto &x : g_main_scene->getObjects({BARRIER_ID})) {
x->setColor(colors["barrier"]);
}
for(auto &x : g_main_scene->getObjects({BACKGROUND_ID})) {
x->setColor(colors["background"]);
}
for(auto &x : g_main_scene->getObjects({SHADOW_ID})) {
x->setColor(colors["shadow"]);
}
for(auto &x : g_main_scene->getObjects({LINE_ID})) {
x->setColor(colors["line"]);
}
for(auto &x : g_main_scene->getObjects({TEXT_ID})) {
std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"], 5);
}
g_menu_options[g_menu_select]->setColor(colors["menu_item_background"]);
g_game_over_options[g_game_over_select]->setColor(colors["menu_item_background"]);
g_options_options[g_options_select]->setColor(colors["menu_item_background"]);
for(auto &x : g_menu_scene->getObjects({MENU_BACKGROUND_ID})) {
x->setColor(colors["menu_background"]);
}
for(auto &x : g_game_over_scene->getObjects({MENU_BACKGROUND_ID})) {
x->setColor(colors["menu_background"]);
}
for(auto &x : g_options_scene->getObjects({MENU_BACKGROUND_ID})) {
x->setColor(colors["menu_background"]);
}
for(auto &x : g_options_scene->getObjects({MENU_ITEM_ID})) {
std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"]);
}
}

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#ifndef TETRIS_FUNCTIONS_H
#define TETRIS_FUNCTIONS_H
#include "../sdlpp.hpp"
#include "custom_classes.hpp"
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks );
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece);
void updateShadow(SDLPP::Scene &scene);
void quitGame();
void resetGame();
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene );
std::shared_ptr< TetrisPiece >
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
std::shared_ptr< TetrisPiece >
tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene );
void updateColors();
#endif

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#include "global_vars.hpp"
#include "config.hpp"
#include "functions.hpp"
int g_ticks_till_fall = TICKS_TILL_FALL;
int g_ticks_till_descend = TICKS_TILL_DESCEND;
int g_ticks_till_movement = TICKS_TILL_MOVE;
int g_pause = 0;
int g_menu_select = 0;
int g_menu_max = 3;
int g_game_over_select = 0;
int g_game_over_max = 1;
int g_options_select = 0;
int g_options_max = 2;
std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_menu_options{};
std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_game_over_options{};
std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_options_options{};
std::shared_ptr< SDLPP::TextRenderer > g_score_texture{};
std::shared_ptr< SDLPP::Renderer > g_active_renderer{};
int g_score = 0;
bool g_update_score = false;
bool g_update_colors = false;
bool g_checked_line = false;
bool g_wait_for_anim = false;
std::vector< int > g_bag = { 28, 28, 28, 28, 28, 28, 28 };
std::shared_ptr< SDLPP::Scene > g_main_scene{};
std::shared_ptr< SDLPP::Scene > g_menu_scene{};
std::shared_ptr< SDLPP::Scene > g_game_over_scene{};
std::shared_ptr< SDLPP::Scene > g_options_scene{};
std::shared_ptr< TetrisPiece > g_cur_object{};
bool g_object_falling = false;
std::shared_ptr< TetrisPiece > g_next_object{};
std::shared_ptr< TetrisPiece > g_cur_shadow{};
std::shared_ptr< SDLPP::RectangleRender > g_shadow_colider{};
std::mutex g_movement_mutex{};
bool g_quit = false;
std::vector<std::function<void(std::shared_ptr<SDLPP::Scene>, int, std::vector<std::shared_ptr<SDLPP::RenderObject>>&)>>g_input_functions{};
std::vector<std::shared_ptr< SDLPP::Scene >> g_active_scenes{};
std::vector< std::shared_ptr< TetrisPiece > ( * )(
std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
g_tetrisFunctions = {
tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
tetrisLine, tetrisLLeft, tetrisZLeft,
};
std::shared_ptr<SDLPP::Font> g_font{};

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#ifndef TETRIS_GLOBAL_VARS_H
#define TETRIS_GLOBAL_VARS_H
#include "../sdlpp.hpp"
#include "custom_classes.hpp"
#include <functional>
extern int g_ticks_till_fall;
extern int g_ticks_till_descend;
extern int g_ticks_till_movement;
extern int g_pause;
extern int g_menu_select;
extern int g_menu_max;
extern int g_game_over_select;
extern int g_game_over_max;
extern int g_options_select;
extern int g_options_max;
extern std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_menu_options;
extern std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_game_over_options;
extern std::vector< std::shared_ptr< SDLPP::RectangleRender > > g_options_options;
extern std::shared_ptr< SDLPP::TextRenderer > g_score_texture;
extern std::shared_ptr< SDLPP::Renderer > g_active_renderer;
extern int g_score;
extern bool g_update_score;
extern bool g_update_colors;
extern bool g_checked_line;
extern bool g_wait_for_anim;
extern std::vector< int > g_bag;
extern std::shared_ptr< SDLPP::Scene > g_main_scene;
extern std::shared_ptr< SDLPP::Scene > g_menu_scene;
extern std::shared_ptr< SDLPP::Scene > g_game_over_scene;
extern std::shared_ptr< SDLPP::Scene > g_options_scene;
extern std::shared_ptr< TetrisPiece > g_cur_object;
extern bool g_object_falling;
extern std::shared_ptr< TetrisPiece > g_next_object;
extern std::shared_ptr< TetrisPiece > g_cur_shadow;
extern std::shared_ptr< SDLPP::RectangleRender > g_shadow_colider;
extern std::mutex g_movement_mutex;
extern bool g_quit;
extern std::vector<std::function<void(std::shared_ptr<SDLPP::Scene>, int, std::vector<std::shared_ptr<SDLPP::RenderObject>>&)>>g_input_functions;
extern std::vector<std::shared_ptr< SDLPP::Scene >> g_active_scenes;
extern std::vector< std::shared_ptr< TetrisPiece > ( * )(
std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
g_tetrisFunctions;
extern std::shared_ptr<SDLPP::Font> g_font;
#endif

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#include "scenes.hpp"
#include "config.hpp"
#include "functions.hpp"
#include "global_vars.hpp"
#include <thread>
// Scene preparation
void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["background"], true );
bg->setPermanent();
bg->setId(BACKGROUND_ID);
scene.addObject( bg );
// create coliders for counting blocks in line
double posy = 1;
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
auto colider = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER, posy, RIGHT_BORDER - LEFT_BORDER, BLOCK_SIZE, r );
colider->addCollision(SDLPP::Rect( 0.01, 0.1, 0.98, 0.8 ));
colider->setId( COLIDER_ID );
colider->setStatic();
colider->centerX();
scene.addObject( colider );
}
// create lines on playing field
posy = 1;
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
scene.addObject( line );
}
auto posx = RIGHT_BORDER;
for ( int i = 0; i < 9; i++ ) {
posx -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r, colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
scene.addObject( line );
}
auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
left_barrier->centerX();
left_barrier->setStatic();
left_barrier->setId(BARRIER_ID);
scene.addObject( left_barrier );
auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
right_barrier->centerX();
right_barrier->setStatic();
right_barrier->setId(BARRIER_ID);
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, colors["barrier"], true );
bottom_barrier->centerX();
bottom_barrier->setStatic();
bottom_barrier->setId(BARRIER_ID);
scene.addObject( bottom_barrier );
auto tetris = std::make_shared< SDLPP::TextRenderer >(
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", colors["text"], colors["text_out"], 5 );
tetris->centerX();
tetris->setStatic();
tetris->setId(TEXT_ID);
scene.addObject( tetris );
auto next = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
next->centerX();
next->setStatic();
next->setId(TEXT_ID);
scene.addObject( next );
// gameover colider
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 );
gameover_collision.setInfinite();
gameover->addCollision( gameover_collision );
gameover->setId( GAME_OVER );
gameover->setColiderColor( "FF0000" );
gameover->setStatic();
scene.addObject( gameover );
auto score_text = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
score_text->centerX();
score_text->setStatic();
score_text->setId(TEXT_ID);
scene.addObject( score_text );
auto score_texture = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, "0",
colors["text"], colors["text_out"], 5, SDLPP_TEXT_TOP );
score_texture->centerX();
score_texture->setStatic();
score_texture->setId(SCORE_TEXTURE_ID);
scene.addObject( score_texture );
auto border = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r);
border->setId( BORDER_LEFT_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, 0, 1, BOTTOM_BORDER, r);
border->setId( BORDER_RIGHT_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);
}
void addMenuSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId(MENU_BACKGROUND_ID);
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", colors["text"], colors["text_out"], 5 );
y->setId( MENU_TEXT_ID );
y->centerX();
scene.addObject( y );
auto resume =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.46, 0.2, 0.08, r );
resume->setText( *font, "Resume", colors["text"], colors["text_out"], 5 );
resume->setColor( colors["menu_item_background"] );
resume->centerX();
resume->setId(MENU_ITEM_ID);
g_menu_options.push_back(resume);
scene.addObject( resume );
auto options = std::make_shared< SDLPP::TextRenderer >(0.4, 0.56, 0.2, 0.08, r);
options->setText(*font, "Options", colors["text"], colors["text_out"], 5);
options->centerX();
options->setId(MENU_ITEM_ID);
g_menu_options.push_back(options);
scene.addObject(options);
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.66, 0.2, 0.08, r );
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setId(MENU_ITEM_ID);
g_menu_options.push_back(restart);
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.76, 0.2, 0.08, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_menu_options.push_back(quit);
scene.addObject( quit );
}
void addGameOverSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
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", colors["text"], colors["text_out"], 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setColor( colors["menu_item_background"] );
restart->setId(MENU_ITEM_ID);
g_game_over_options.push_back(restart);
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_game_over_options.push_back(quit);
scene.addObject( quit );
}
void addOptionsSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
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, "OPTIONS", colors["text"], colors["text_out"], 5 );
y->setId( 0 );
y->centerX();
scene.addObject( y );
auto color_scheme =
std::make_shared< SDLPP::TextRenderer >( 0.35, 0.4, 0.3, 0.09, r );
color_scheme->setText( *font, "Color scheme: " + color_schemes_names[selected_color_scheme], colors["text"], colors["text_out"], 5 );
color_scheme->centerX();
color_scheme->setColor( colors["menu_item_background"] );
color_scheme->setId(MENU_ITEM_ID);
g_options_options.push_back(color_scheme);
scene.addObject( color_scheme );
auto shadow =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.09, r );
shadow->setText( *font, "Show shadow: YES", colors["text"], colors["text_out"], 5 );
shadow->centerX();
shadow->setId(MENU_ITEM_ID);
g_options_options.push_back(shadow);
scene.addObject(shadow);
auto save =
std::make_shared< SDLPP::TextRenderer >( 0.45, 0.6, 0.1, 0.09, r );
save->setText( *font, "SAVE", colors["text"], colors["text_out"], 5 );
save->centerX();
save->setId(MENU_ITEM_ID);
g_options_options.push_back(save);
scene.addObject( save );
}
std::shared_ptr<SDLPP::Scene> prepareMainScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMainSceneItems( *scene, renderer, font );
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareMenuScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMenuSceneItems(*scene, renderer, font);
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareGameOverScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addGameOverSceneItems(*scene, renderer, font);
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addOptionsSceneItems(*scene, renderer, font);
return scene;
}
// Input handling
void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
g_pause = PAUSE_PAUSE;
g_menu_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_menu_scene );
g_input_functions.push_back(menuSceneInput);
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
break;
g_cur_object->movePiece(-BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(BLOCK_SIZE, 0);
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(-1,0);
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
break;
g_cur_object->movePiece(BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(-BLOCK_SIZE, 0);
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(1,0);
break;
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
break;
g_cur_object->startDescend();
g_cur_object->addMovement(0,1);
break;
case SDLK_UP:
case SDLK_w:
if(!g_cur_object)
break;
g_cur_object->rotate();
if( checkRotation( g_cur_object, scene ) )
g_cur_shadow->rotate();
updateShadow(scene);
break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
}
}
void handleKeyUpMain( SDL_Keycode key ) {
switch(key) {
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
break;
if(g_cur_object->isDescending()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(0,-1);
g_ticks_till_descend = TICKS_TILL_DESCEND;
}
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopMovement();
g_cur_object->addMovement(1,0);
if(g_cur_object->isMoving())
g_ticks_till_movement = TICKS_TILL_MOVE;
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(-1,0);
if(g_cur_object->isMoving())
g_ticks_till_movement = TICKS_TILL_MOVE;
}
default:
break;
}
}
void pollEventsMain( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownMain( event.key.keysym.sym, scene );
break;
case SDL_KEYUP:
handleKeyUpMain( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders ) {
std::lock_guard< std::mutex > guard( g_movement_mutex );
pollEventsMain( *scene );
if ( g_cur_object ) {
moveThem( scene, SDL_GetTicks() - base );
return;
}
for ( auto &colider : line_coliders ) {
auto collisions = scene->getCollisions( *colider, { BRICK_ID } );
while ( collisions.size() == 10 ) {
g_score += 10;
g_update_score = true;
for ( auto &col : collisions ) {
col->destroy();
}
auto colider_y = colider->getPos().second;
for ( auto &elem : scene->getObjects() ) {
if ( elem->getId() != BRICK_ID )
continue;
auto pos = elem->getPos();
if ( pos.second < colider_y && pos.first >= LEFT_BORDER && pos.first <= RIGHT_BORDER ) {
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
}
}
using namespace std::chrono_literals;
g_wait_for_anim = true;
while ( g_wait_for_anim ) {
std::this_thread::sleep_for( 0.1s );
}
collisions = scene->getCollisions( *colider, { BRICK_ID } );
}
}
g_checked_line = true;
}
void handleKeyDownMenu( SDL_Keycode key ) {
switch ( key ) {
case SDLK_ESCAPE: {
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
g_menu_options[g_menu_select]->unsetColor();
g_menu_select++;
if ( g_menu_select > g_menu_max )
g_menu_select = 0;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_menu_options[g_menu_select]->unsetColor();
g_menu_select--;
if ( g_menu_select < 0 )
g_menu_select = g_menu_max;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_menu_select ) {
case 0: {
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
case 1:
g_pause = PAUSE_PAUSE;
g_options_scene->updateSizeAndPosition();
g_active_scenes.push_back(g_options_scene);
g_input_functions.push_back(optionsSceneInput);
break;
case 2:
resetGame();
break;
case 3:
quitGame();
default:
break;
}
default:
break;
}
}
void pollEventsMenu() {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownMenu( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsMenu();
}
void handleKeyDownGameOver( SDL_Keycode key ) {
switch ( key ) {
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
g_game_over_options[g_game_over_select]->unsetColor();
g_game_over_select++;
if ( g_game_over_select > g_game_over_max )
g_game_over_select = 0;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_game_over_options[g_game_over_select]->unsetColor();
g_game_over_select--;
if ( g_game_over_select < 0 )
g_game_over_select = g_game_over_max;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_game_over_select ) {
case 0:
resetGame();
break;
case 1:
quitGame();
default:
break;
}
default:
break;
}
}
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 ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsGameOver();
}
void handleKeyDownOptions( SDL_Keycode key ) {
switch ( key ) {
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
case SDLK_s:
case SDLK_DOWN:
g_options_options[g_options_select]->unsetColor();
g_options_select++;
if ( g_options_select > g_options_max )
g_options_select = 0;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
g_options_options[g_options_select]->unsetColor();
g_options_select--;
if ( g_options_select < 0 )
g_options_select = g_options_max;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RIGHT:
case SDLK_d:
switch( g_options_select ) {
case 0:
selected_color_scheme++;
if(selected_color_scheme >= color_schemes_names.size())
selected_color_scheme = 0;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[0])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
g_update_colors = true;
break;
case 1:
g_show_shadow = !g_show_shadow;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[1])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
g_update_colors = true;
default:
break;
}
break;
case SDLK_LEFT:
case SDLK_a:
switch( g_options_select ) {
case 0:
if(selected_color_scheme == 0)
selected_color_scheme = color_schemes_names.size();
selected_color_scheme--;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[0])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
g_update_colors = true;
break;
case 1:
g_show_shadow = !g_show_shadow;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[1])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
g_update_colors = true;
default:
break;
}
break;
case SDLK_RETURN:
switch ( g_options_select ) {
case 2:
g_update_colors = true;
g_cur_shadow->setHidden(!g_show_shadow);
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
break;
default:
break;
}
break;
case SDLK_ESCAPE:
g_update_colors = true;
g_cur_shadow->setHidden(!g_show_shadow);
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
default:
break;
}
}
void pollEventsOptions() {
SDL_Event event;
while ( SDL_PollEvent( &event ) != 0 ) {
switch ( event.type ) {
case SDL_QUIT:
quitGame();
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDownOptions( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
x->updateSizeAndPosition();
}
default:
break;
}
}
}
void optionsSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
pollEventsOptions();
}

16
tetris/scenes.hpp Normal file
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#ifndef TETRIS_MAIN_SCENE
#define TETRIS_MAIN_SCENE
#include "../sdlpp.hpp"
std::shared_ptr<SDLPP::Scene> prepareMainScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font);
std::shared_ptr<SDLPP::Scene> prepareMenuScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font);
std::shared_ptr<SDLPP::Scene> prepareGameOverScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font);
std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font);
void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders );
void menuSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders );
void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders );
void optionsSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders );
#endif

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