TETRIS: separate into multiple files, add options
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33
sdlpp.hpp
33
sdlpp.hpp
@ -432,14 +432,14 @@ protected:
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std::shared_ptr< Texture > texture;
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std::shared_ptr< Renderer > renderer;
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std::shared_ptr< CollisionPolygon > polygon;
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double movementSpeed;
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std::pair< int, int > movementDirection;
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double movementSpeed = 0;
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std::pair< int, int > movementDirection = {0,0};
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std::vector< std::shared_ptr< RenderObject > > colidedWith;
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uint64_t id;
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uint64_t id = -1;
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bool hidden = false;
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bool kill = false;
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std::tuple< int, int, int, int > colider_color = { 0x00, 0xFF, 0xFF, 0xFF };
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uint64_t scene_id;
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uint64_t scene_id = -1;
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bool permanent = false;
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bool is_static = true;
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@ -517,6 +517,15 @@ public:
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std::vector< std::shared_ptr< RenderObject > > getObjects() {
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return render_objects;
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}
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std::vector< std::shared_ptr< RenderObject > > getObjects(const std::unordered_set< int > &objectIDs) {
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std::vector< std::shared_ptr< RenderObject > > ret{};
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for ( const auto &x : render_objects ) {
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if ( objectIDs.find( x->getId() ) != objectIDs.end() ) {
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ret.push_back( x );
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}
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}
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return ret;
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}
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void movement() {
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checkKilled();
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render_mutex.lock();
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@ -980,7 +989,6 @@ public:
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pixel_x2 = std::round(x2_ * dimension);
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pixel_y1 = std::round(y1_ * dimension);
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pixel_y2 = std::round(y2_ * dimension);
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std::cout << "x1: " << pixel_x1 << ", y1: " << pixel_y1 << ", x2: " << pixel_x2 << ", y2: " << pixel_y2 << std::endl;
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for ( auto &x : collisions ) {
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x->updateCollision( collisionPushX(), collisionPushY(),
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collisionWidth(), collisionHeight() );
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@ -1245,9 +1253,21 @@ public:
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const std::string &color = "FFFFFF",
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const std::string &outline_color = "000000",
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int outline_size = -1 ) {
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setTexture( font, text, color, outline_color, outline_size );
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_text = text;
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setTextColor(font, color, outline_color, outline_size);
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}
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void setTextColor( Font &font, const std::string &color = "FFFFFF",
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const std::string &outline_color = "000000",
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int outline_size = -1) {
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std::cout << "TEXT: " << _text << ", COLOR: " << color << ", OUTLINE_COLOR: " << outline_color << ", OUTLINE_SIZE: " << outline_size << std::endl;
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setTexture( font, _text, color, outline_color, outline_size );
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updateDstRect();
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}
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void changeText( const std::string &text ) {
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std::cout << _text << std::endl;
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_text = text;
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std::cout << _text << std::endl;
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}
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void setFlags( int flags ) {
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position_flags = flags;
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updateDstRect();
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@ -1315,6 +1335,7 @@ private:
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dst_rect.y = rect.y + rect.h - dst_rect.h;
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}
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}
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std::string _text{};
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int position_flags = 0;
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SDL_Rect dst_rect{};
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};
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@ -6,12 +6,20 @@ LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread
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.PHONY: default
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default: tetris
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tetris: tetris.o sdlpp.o
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tetris: tetris.o sdlpp.o scenes.o config.o functions.o global_vars.o
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
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sdlpp.o: ../sdlpp.cpp ../sdlpp.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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tetris.o: tetris.cpp ../sdlpp.hpp config.hpp
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tetris.o: tetris.cpp ../sdlpp.hpp config.hpp custom_classes.hpp scenes.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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scenes.o: scenes.cpp ../sdlpp.hpp config.hpp scenes.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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config.o: config.cpp config.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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functions.o: functions.cpp config.hpp functions.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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global_vars.o: global_vars.cpp config.hpp global_vars.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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clean:
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79
tetris/config.cpp
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79
tetris/config.cpp
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@ -0,0 +1,79 @@
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#include "config.hpp"
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std::map<std::string, std::map<std::string, std::string>> color_schemes = {
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{ "default", {
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{"piece_brick", "#FF0000"},
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{"piece_brick_out", "#AA0000"},
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{"piece_T", "#00FF00"},
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{"piece_T_out", "#00AA00"},
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{"piece_L_right", "#0000FF"},
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{"piece_L_right_out", "#0000AA"},
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{"piece_Z_right", "#FF00FF"},
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{"piece_Z_right_out", "#AA00AA"},
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{"piece_line", "#FFFF00"},
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{"piece_line_out", "#AAAA00"},
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{"piece_L_left", "#00FFFF"},
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{"piece_L_left_out", "#00AAAA"},
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{"piece_Z_left", "#FFFFFF"},
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{"piece_Z_left_out", "#AAAAAA"},
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{"shadow", "#AAAAAAAA"},
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{"background", "#222222"},
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{"line", "#888888"},
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{"barrier", "#AA0000"},
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{"text", "#FFFFFF"},
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{"text_out", "#000000"},
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{"menu_background", "#00000080"},
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{"menu_item_background", "#FFFFFF40"},
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}},
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{ "gruvbox_dark", {
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{"piece_brick", "#cc241d"},
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{"piece_brick_out", "#fb4934"},
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{"piece_T", "#98971a"},
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{"piece_T_out", "#b8bb26"},
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{"piece_L_right", "#458588"},
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{"piece_L_right_out", "#83a598"},
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{"piece_Z_right", "#b16286"},
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{"piece_Z_right_out", "#d3869b"},
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{"piece_line", "#d79921"},
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{"piece_line_out", "#fabd2f"},
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{"piece_L_left", "#689d6a"},
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{"piece_L_left_out", "#8ec07c"},
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{"piece_Z_left", "#a89984"},
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{"piece_Z_left_out", "#ebdbb2"},
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{"shadow", "#bdae9380"},
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{"background", "#282828"},
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{"line", "#fbf1c7"},
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{"barrier", "#d65d0e"},
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{"text", "#ebdbb2"},
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{"text_out", "#1d2021"},
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{"menu_background", "#28282880"},
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{"menu_item_background", "#d5c4a180"},
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}},
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{ "blackandwhite", {
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{"piece_brick", "#FFFFFF"},
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{"piece_brick_out", "#000000"},
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{"piece_T", "#FFFFFF"},
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{"piece_T_out", "#000000"},
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{"piece_L_right", "#FFFFFF"},
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{"piece_L_right_out", "#000000"},
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{"piece_Z_right", "#FFFFFF"},
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{"piece_Z_right_out", "#000000"},
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{"piece_line", "#FFFFFF"},
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{"piece_line_out", "#000000"},
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{"piece_L_left", "#FFFFFF"},
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{"piece_L_left_out", "#000000"},
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{"piece_Z_left", "#FFFFFF"},
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{"piece_Z_left_out", "#000000"},
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{"shadow", "#FFFFFF80"},
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{"background", "#000000"},
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{"line", "#FFFFFF"},
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{"barrier", "#FFFFFF"},
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{"text", "#FFFFFF"},
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{"text_out", "#000000"},
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{"menu_background", "#00000080"},
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{"menu_item_background", "#FFFFFF40"},
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}},
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};
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std::vector<std::string> color_schemes_names = { "default", "gruvbox_dark", "blackandwhite" };
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long unsigned int selected_color_scheme = 0;
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bool g_show_shadow = true;
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@ -1,78 +1,62 @@
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#ifndef TETRIS_CONFIG_H
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#define TETRIS_CONFIG_H
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#include <map>
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#include <string>
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#include <vector>
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std::map<std::string, std::map<std::string, std::string>> color_schemes = {
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{ "default", {
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{"piece_brick", "#FF0000"},
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{"piece_brick_out", "#AA0000"},
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{"piece_T", "#00FF00"},
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{"piece_T_out", "#00AA00"},
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{"piece_L_right", "#0000FF"},
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{"piece_L_right_out", "#0000AA"},
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{"piece_Z_right", "#FF00FF"},
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{"piece_Z_right_out", "#AA00AA"},
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{"piece_line", "#FFFF00"},
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{"piece_line_out", "#AAAA00"},
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{"piece_L_left", "#00FFFF"},
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{"piece_L_left_out", "#00AAAA"},
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{"piece_Z_left", "#FFFFFF"},
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{"piece_Z_left_out", "#AAAAAA"},
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{"shadow", "#AAAAAAAA"},
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{"background", "#222222"},
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{"line", "#888888"},
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{"barrier", "#AA0000"},
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{"text", "#FFFFFF"},
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{"text_out", "#000000"},
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{"menu_background", "#00000080"},
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{"menu_item_background", "#FFFFFF40"},
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}},
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{ "gruvbox_dark", {
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{"piece_brick", "#cc241d"},
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{"piece_brick_out", "#fb4934"},
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{"piece_T", "#98971a"},
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{"piece_T_out", "#b8bb26"},
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{"piece_L_right", "#458588"},
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{"piece_L_right_out", "#83a598"},
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{"piece_Z_right", "#b16286"},
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{"piece_Z_right_out", "#d3869b"},
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{"piece_line", "#d79921"},
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{"piece_line_out", "#fabd2f"},
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{"piece_L_left", "#689d6a"},
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{"piece_L_left_out", "#8ec07c"},
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{"piece_Z_left", "#a89984"},
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{"piece_Z_left_out", "#ebdbb2"},
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{"shadow", "#bdae9380"},
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{"background", "#282828"},
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{"line", "#fbf1c7"},
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{"barrier", "#d65d0e"},
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{"text", "#ebdbb2"},
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{"text_out", "#1d2021"},
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{"menu_background", "#28282880"},
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{"menu_item_background", "#d5c4a180"},
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}},
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{ "blackandwhite", {
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{"piece_brick", "#FFFFFF"},
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{"piece_brick_out", "#000000"},
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{"piece_T", "#FFFFFF"},
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{"piece_T_out", "#000000"},
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{"piece_L_right", "#FFFFFF"},
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{"piece_L_right_out", "#000000"},
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{"piece_Z_right", "#FFFFFF"},
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{"piece_Z_right_out", "#000000"},
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{"piece_line", "#FFFFFF"},
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{"piece_line_out", "#000000"},
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{"piece_L_left", "#FFFFFF"},
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{"piece_L_left_out", "#000000"},
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{"piece_Z_left", "#FFFFFF"},
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{"piece_Z_left_out", "#000000"},
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{"shadow", "#FFFFFF80"},
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{"background", "#000000"},
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{"line", "#FFFFFF"},
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{"barrier", "#FFFFFF"},
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{"text", "#FFFFFF"},
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{"text_out", "#000000"},
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{"menu_background", "#00000080"},
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{"menu_item_background", "#FFFFFF40"},
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}},
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};
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#define COLIDER_ID 0x00000001
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#define BRICK_ID 0x00000002
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#define GAME_OVER 0x00000003
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#define SHADOW_ID 0x00000004
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#define BORDER_LEFT_ID 0x00000005
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#define BORDER_RIGHT_ID 0x00000006
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#define FLOOR_ID 0x00000007
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#define SCORE_TEXTURE_ID 0x00000008
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#define BACKGROUND_ID 0x00000009
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#define LINE_ID 0x0000000A
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#define BARRIER_ID 0x0000000B
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#define TEXT_ID 0x0000000C
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#define MENU_ITEM_ID 0x00000001
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#define MENU_BACKGROUND_ID 0x00000002
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#define MENU_TEXT_ID 0x00000003
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#define LEFT_BORDER 0.3
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#define RIGHT_BORDER 0.7
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#define BOTTOM_BORDER 1
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#define TOP_BORDER 0.16
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#define BLOCK_SIZE 0.04
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#define PIECE_BRICK 0
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#define PIECE_T 1
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#define PIECE_L_RIGHT 2
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#define PIECE_Z_RIGHT 3
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#define PIECE_LINE 4
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#define PIECE_L_LEFT 5
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#define PIECE_Z_LEFT 6
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#define TICKS_TILL_FALL 500
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#define TICKS_TILL_DESCEND 50
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#define TICKS_TILL_MOVE 100
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#define PAUSE_PAUSE 1
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#define PAUSE_GAME_OVER 2
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#define TETRIS_BRICK 0
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#define TETRIS_T 1
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#define TETRIS_L_RIGHT 2
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#define TETRIS_Z_RIGHT 3
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#define TETRIS_LINE 4
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#define TETRIS_L_LEFT 5
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#define TETRIS_Z_LEFT 6
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#define PIECE_ACTION_UPDATE_COLOR 0
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#define colors color_schemes[color_schemes_names[selected_color_scheme]]
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extern std::map<std::string, std::map<std::string, std::string>> color_schemes;
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extern std::vector<std::string> color_schemes_names;
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extern long unsigned int selected_color_scheme;
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extern bool g_show_shadow;
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#endif
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267
tetris/custom_classes.hpp
Normal file
267
tetris/custom_classes.hpp
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@ -0,0 +1,267 @@
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#ifndef TETRIS_CUSTOM_CLASSES_H
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#define TETRIS_CUSTOM_CLASSES_H
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#include "../sdlpp.hpp"
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#include "config.hpp"
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class TetrisBlock : public SDLPP::RectangleRender {
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public:
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TetrisBlock() = delete;
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TetrisBlock( double x, double y, double w, double h,
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const std::shared_ptr< SDLPP::Renderer > &r,
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const std::string &img_or_color, bool is_polygon,
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int index, std::shared_ptr<SDLPP::Scene> scene, std::vector<int> &bag )
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ), pieces_bag(bag) {
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_index = index;
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pieces_bag[_index]--;
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_scene = scene;
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}
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TetrisBlock( const TetrisBlock &other ) : TetrisBlock(other.getDoubleRect().first.first,other.getDoubleRect().first.second,other.getDoubleRect().second.first,other.getDoubleRect().second.second,other.getRenderer(), other.getColor(), true, other._index, other._scene, other.pieces_bag) {}
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~TetrisBlock() {
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pieces_bag[_index]++;
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}
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virtual std::shared_ptr<RenderObject> copySelf() override {
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return std::make_shared<TetrisBlock>(*this);
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}
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std::shared_ptr<TetrisBlock> copyInScene() {
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auto ret = std::shared_ptr<TetrisBlock>(new TetrisBlock(*this));
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_scene->addObject(ret);
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return ret;
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}
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bool isSamePos(const SDLPP::RenderObject &other) const {
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auto mypos = getPos();
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auto otherpos = other.getPos();
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auto diff1 = mypos.first - otherpos.first;
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diff1 = (diff1 < 0) * (-1) * diff1 + (diff1 > 0) * diff1;
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auto diff2 = mypos.second - otherpos.second;
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diff2 = (diff2 < 0) * (-1) * diff2 + (diff2 > 0) * diff2;
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return diff1 < 0.0001 && diff2 < 0.0001;
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}
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virtual void specialAction( int code ) override {
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switch(code) {
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case PIECE_ACTION_UPDATE_COLOR: {
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auto piece_name = getPieceName();
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setColor(colors[piece_name]);
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setOutlineColor(colors[piece_name + "_out"]);
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}
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default:
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break;
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}
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}
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private:
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std::string getPieceName() {
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switch(_index) {
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case PIECE_BRICK:
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return "piece_brick";
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case PIECE_T:
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return "piece_T";
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case PIECE_L_RIGHT:
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return "piece_L_right";
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case PIECE_Z_RIGHT:
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return "piece_Z_right";
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case PIECE_LINE:
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return "piece_line";
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case PIECE_L_LEFT:
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return "piece_L_left";
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case PIECE_Z_LEFT:
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return "piece_Z_left";
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default:
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break;
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}
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return "";
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}
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int _index = 0;
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std::shared_ptr<SDLPP::Scene> _scene;
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std::vector<int> &pieces_bag;
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};
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class TetrisPiece {
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public:
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TetrisPiece() {
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original_pos.reserve( 4 );
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}
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void addPiece( std::shared_ptr< TetrisBlock > piece, int x,
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int y ) {
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pieces.push_back( piece );
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pieces_rel_position.push_back( { 0, 0, 0, 0 } );
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// done this way for SPEEEEEEED
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// left
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pieces_rel_position.back()[0] = ( x < 0 ) * ( -1 ) * x;
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// right
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pieces_rel_position.back()[1] = ( x > 0 ) * x;
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// top
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pieces_rel_position.back()[2] = ( y < 0 ) * ( -1 ) * y;
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// bottom
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pieces_rel_position.back()[3] = ( y > 0 ) * y;
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}
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void rotate() {
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if(!rotate_allowed)
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return;
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for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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auto &piece = pieces[i];
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auto &positions = pieces_rel_position[i];
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auto position = piece->getPos();
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original_pos[i] = position;
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position.first += positions[0] * BLOCK_SIZE;
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position.first -= positions[1] * BLOCK_SIZE;
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position.second += positions[2] * BLOCK_SIZE;
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position.second -= positions[3] * BLOCK_SIZE;
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auto bottom = positions[3];
|
||||
auto top = positions[2];
|
||||
positions[3] = positions[1];
|
||||
positions[2] = positions[0];
|
||||
positions[1] = top;
|
||||
positions[0] = bottom;
|
||||
position.first -= positions[0] * BLOCK_SIZE;
|
||||
position.first += positions[1] * BLOCK_SIZE;
|
||||
position.second -= positions[2] * BLOCK_SIZE;
|
||||
position.second += positions[3] * BLOCK_SIZE;
|
||||
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
414
tetris/functions.cpp
Normal file
@ -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"]);
|
||||
}
|
||||
|
||||
}
|
37
tetris/functions.hpp
Normal file
37
tetris/functions.hpp
Normal file
@ -0,0 +1,37 @@
|
||||
#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
|
53
tetris/global_vars.cpp
Normal file
53
tetris/global_vars.cpp
Normal file
@ -0,0 +1,53 @@
|
||||
#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{};
|
56
tetris/global_vars.hpp
Normal file
56
tetris/global_vars.hpp
Normal file
@ -0,0 +1,56 @@
|
||||
#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
|
678
tetris/scenes.cpp
Normal file
678
tetris/scenes.cpp
Normal file
@ -0,0 +1,678 @@
|
||||
#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
16
tetris/scenes.hpp
Normal file
@ -0,0 +1,16 @@
|
||||
#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
|
1265
tetris/tetris.cpp
1265
tetris/tetris.cpp
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user