Define block size and player area, check if rotation is valid
This commit is contained in:
parent
a995ba3b85
commit
5f275081fe
306
tetris.cpp
306
tetris.cpp
@ -8,6 +8,12 @@
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#define BRICK_ID 0x00000002
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#define GAME_OVER 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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bool pause = false;
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int pause_select = 0;
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int pause_max = 1;
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@ -26,6 +32,9 @@ std::shared_ptr< SDLPP::Scene > pause_scene;
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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< SDLPP::RectangleRender > piece, int x,
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int y ) {
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pieces.push_back( piece );
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@ -45,23 +54,29 @@ public:
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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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position.first += positions[0] * 0.04;
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position.first -= positions[1] * 0.04;
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position.second += positions[2] * 0.04;
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position.second -= positions[3] * 0.04;
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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];
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auto top = positions[2];
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positions[3] = positions[1];
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positions[2] = positions[0];
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positions[1] = top;
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positions[0] = bottom;
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position.first -= positions[0] * 0.04;
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position.first += positions[1] * 0.04;
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position.second -= positions[2] * 0.04;
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position.second += positions[3] * 0.04;
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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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piece->setPos( position.first, position.second );
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}
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}
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void revert() {
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for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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pieces[i]->setPos( original_pos[i].first, original_pos[i].second );
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}
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}
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > &getObjects() {
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return pieces;
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}
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@ -95,6 +110,7 @@ public:
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private:
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std::vector< std::vector< int > > pieces_rel_position;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pieces;
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std::vector< std::pair< double, double > > original_pos;
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double default_x;
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double default_y;
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bool descend = false;
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@ -116,7 +132,7 @@ createTetrisBlock( double x, double y, const std::string &color,
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std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto ret = std::make_shared< SDLPP::RectangleRender >(
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x, y, 0.04, 0.04, renderer, color, true );
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x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, color, true );
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ret->setOutlineColor( outline );
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ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
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ret->setId( BRICK_ID );
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@ -130,17 +146,20 @@ TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#FF0000";
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auto outline = "#AA0000";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.setDefPos( 0.5, 0.16 );
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -149,18 +168,21 @@ TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#00FF00";
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auto outline = "#00AA00";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, renderer, scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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1, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -169,19 +191,21 @@ TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#0000FF";
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auto outline = "#0000AA";
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -2,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.setDefPos( 0.5, 0.16 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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-2, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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0, -1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -190,18 +214,20 @@ TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#FF00FF";
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auto outline = "#AA00AA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 1,
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-1 );
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retPiece.setDefPos( 0.5, 0.16 );
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, renderer, scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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1, -1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -210,18 +236,19 @@ TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#FFFF00";
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auto outline = "#AAAA00";
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retPiece.addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
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color, outline, renderer, scene ),
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-1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.42, 0.16, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 2,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, renderer, scene ),
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1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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2, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -230,18 +257,21 @@ TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#00FFFF";
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auto outline = "#00AAAA";
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 2,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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0, -1 );
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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1, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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2, 0 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -250,17 +280,20 @@ TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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TetrisPiece retPiece{};
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auto color = "#FFFFFF";
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auto outline = "#AAAAAA";
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retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, renderer, scene ),
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-1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
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1 );
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retPiece.setDefPos( 0.5, 0.16 );
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createTetrisBlock( 0.5, TOP_BORDER, color, outline, renderer, scene ),
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0, 0 );
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retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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0, 1 );
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retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, renderer, scene ),
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1, 1 );
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retPiece.setDefPos( 0.5, TOP_BORDER );
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return retPiece;
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}
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@ -277,15 +310,16 @@ void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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bg->setPermanent( true );
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scene.addObject( bg );
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auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.28, 0, 0.02, 1, r, "#FF000080", true );
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LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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left_barrier->centerX();
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scene.addObject( left_barrier );
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auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.7, 0, 0.02, 1, r, "#FF000080", true );
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RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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right_barrier->centerX();
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scene.addObject( right_barrier );
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auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.28, 1, 0.44, 0.02, r, "#FF000080", true );
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LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04,
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0.02, r, "#FF000080", true );
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bottom_barrier->centerX();
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scene.addObject( bottom_barrier );
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auto tetris = std::make_shared< SDLPP::TextRenderer >(
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@ -293,34 +327,34 @@ void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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tetris->centerX();
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scene.addObject( tetris );
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auto next = std::make_shared< SDLPP::TextRenderer >(
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0.8, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF", "000000", 5,
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SDLPP_TEXT_CENTER );
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RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF",
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"000000", 5, SDLPP_TEXT_CENTER );
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next->centerX();
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scene.addObject( next );
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double posy = 1;
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auto gameover =
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std::make_shared< SDLPP::RectangleRender >( 0.5, 0, 0, 0.195, r );
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auto gameover_collision = SDLPP::Rect( -1, 0, -1, 1 );
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auto gameover = std::make_shared< SDLPP::RectangleRender >(
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0.5, 0, 0, TOP_BORDER + BLOCK_SIZE, r );
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auto gameover_collision = SDLPP::Rect( -1, 0, -1, 0.9 );
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gameover_collision.setInfinite();
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gameover->addCollision( gameover_collision );
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gameover->setId( GAME_OVER );
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gameover->setColiderColor( "FF0000" );
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scene.addObject( gameover );
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auto score_text = std::make_shared< SDLPP::TextRenderer >(
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0.8, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF", "#000000", 5,
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SDLPP_TEXT_CENTER );
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RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF",
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"#000000", 5, SDLPP_TEXT_CENTER );
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score_text->centerX();
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scene.addObject( score_text );
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score_texture = std::make_shared< SDLPP::TextRenderer >(
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0.8, 0.2, 0.2, 0.1, r, *font, std::to_string( score ), "FFFFFF",
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"000000", 5, SDLPP_TEXT_TOP );
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RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, std::to_string( score ),
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"FFFFFF", "000000", 5, SDLPP_TEXT_TOP );
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score_texture->centerX();
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scene.addObject( score_texture );
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for ( int i = 0; i < 20; i++ ) {
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posy -= 0.04;
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posy -= BLOCK_SIZE;
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auto colider = std::make_shared< SDLPP::RectangleRender >(
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0.3, posy, 0.04, 0.04, r );
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LEFT_BORDER, posy, BLOCK_SIZE, BLOCK_SIZE, r );
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auto colider_colider = SDLPP::Rect( -1, 0.1, -1, 0.8 );
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colider_colider.setInfinite();
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colider->addCollision( colider_colider );
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@ -366,6 +400,51 @@ void quitGame() {
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quit = true;
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}
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void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
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bool crash = true;
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int left = 0x01;
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int right = 0x02;
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int bottom = 0x04;
|
||||
int flags = 0;
|
||||
while ( crash ) {
|
||||
crash = false;
|
||||
flags = 0;
|
||||
for ( auto &block : piece.getObjects() ) {
|
||||
auto pos = block->getPos();
|
||||
if ( pos.first < LEFT_BORDER - 0.01 ) {
|
||||
flags = left;
|
||||
crash = true;
|
||||
break;
|
||||
} else if ( pos.first > RIGHT_BORDER - BLOCK_SIZE + 0.01 ) {
|
||||
crash = true;
|
||||
flags = right;
|
||||
break;
|
||||
} else if ( pos.second >= BOTTOM_BORDER ) {
|
||||
crash = true;
|
||||
flags = bottom;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ( crash ) {
|
||||
if ( flags == bottom ) {
|
||||
piece.revert();
|
||||
} else {
|
||||
for ( auto &block : piece.getObjects() ) {
|
||||
auto pos = block->getPos();
|
||||
switch ( flags ) {
|
||||
case 1:
|
||||
block->setPos( pos.first + BLOCK_SIZE, pos.second );
|
||||
break;
|
||||
case 2:
|
||||
block->setPos( pos.first - BLOCK_SIZE, pos.second );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
bool crash = false;
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
@ -380,10 +459,10 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
case SDLK_a:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.31 because doubles
|
||||
if ( pos.first < 0.31 )
|
||||
// 0.01 because doubles
|
||||
if ( pos.first < ( LEFT_BORDER + 0.01 ) )
|
||||
crash = true;
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
x->setPos( pos.first - BLOCK_SIZE, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
@ -393,7 +472,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
x->setPos( pos.first + BLOCK_SIZE, pos.second );
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -401,11 +480,11 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
case SDLK_d:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.65 because doubles
|
||||
if ( pos.first > 0.65 ) {
|
||||
// 0.01 because doubles
|
||||
if ( pos.first > RIGHT_BORDER - BLOCK_SIZE - 0.01 ) {
|
||||
crash = true;
|
||||
}
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
x->setPos( pos.first + BLOCK_SIZE, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
@ -416,7 +495,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
x->setPos( pos.first - BLOCK_SIZE, pos.second );
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -427,6 +506,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
checkRotation( cur_object, scene );
|
||||
break;
|
||||
case SDLK_r:
|
||||
scene.getRenderer().setRenderColiders(
|
||||
@ -549,7 +629,7 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
fall:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first, pos.second + 0.04 );
|
||||
x->setPos( pos.first, pos.second + BLOCK_SIZE );
|
||||
}
|
||||
bool fell = false;
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
@ -566,7 +646,7 @@ fall:
|
||||
if ( fell ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos( pos.first, pos.second - 0.04 );
|
||||
x->setPos( pos.first, pos.second - BLOCK_SIZE );
|
||||
}
|
||||
for ( auto &block : cur_object.getObjects() ) {
|
||||
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
|
||||
@ -608,7 +688,7 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
continue;
|
||||
auto pos = elem->getPos();
|
||||
if ( pos.second < colider_y ) {
|
||||
elem->setPos( pos.first, pos.second + 0.04 );
|
||||
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
|
||||
}
|
||||
}
|
||||
using namespace std::chrono_literals;
|
||||
@ -666,7 +746,7 @@ int main() {
|
||||
if ( ticks_till_next <= 0 && cur_object.getObjects().size() == 0 ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
cur_object = next_object;
|
||||
cur_object.setPos( 0.5, 0.16 );
|
||||
cur_object.setPos( 0.5, TOP_BORDER );
|
||||
next_object =
|
||||
tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
|
Loading…
Reference in New Issue
Block a user