TETRIS: Show shadow of where the piece will fall
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393b975dbe
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59
sdlpp.hpp
59
sdlpp.hpp
@ -1,3 +1,4 @@
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// TODO mutex guard instead of lock/unlock
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#ifndef SDLPP_HPP
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#ifndef SDLPP_HPP
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#define SDLPP_HPP
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#define SDLPP_HPP
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@ -293,7 +294,7 @@ class Scene;
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class RenderObject {
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class RenderObject {
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public:
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public:
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RenderObject( std::shared_ptr< Renderer > &r ) : renderer( r ) {}
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RenderObject( const std::shared_ptr< Renderer > &r ) : renderer( r ) {}
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virtual ~RenderObject() {}
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virtual ~RenderObject() {}
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virtual void render() = 0;
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virtual void render() = 0;
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virtual int leftmost() = 0;
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virtual int leftmost() = 0;
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@ -307,8 +308,9 @@ public:
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virtual void specialAction( int code ) = 0;
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virtual void specialAction( int code ) = 0;
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virtual std::pair< std::pair< double, double >,
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virtual std::pair< std::pair< double, double >,
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std::pair< double, double > >
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std::pair< double, double > >
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getDoubleRect() = 0;
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getDoubleRect() const = 0;
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virtual void setPos( double x, double y ) = 0;
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virtual void setPos( double x, double y ) = 0;
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virtual void setPos(const std::pair<double, double> &pos) = 0;
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virtual std::pair< double, double > getPos() const = 0;
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virtual std::pair< double, double > getPos() const = 0;
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bool colidesWith( const RenderObject &other ) const {
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bool colidesWith( const RenderObject &other ) const {
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if ( !hasCollisions() || !other.hasCollisions() || getHidden() ||
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if ( !hasCollisions() || !other.hasCollisions() || getHidden() ||
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@ -336,7 +338,7 @@ public:
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getCollisions() const {
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getCollisions() const {
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return collisions;
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return collisions;
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}
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}
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virtual void setTexture( std::shared_ptr< Texture > &t ) {
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virtual void setTexture( const std::shared_ptr< Texture > &t ) {
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texture = t;
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texture = t;
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}
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}
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virtual void setTexture( const std::string &img_path ) {
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virtual void setTexture( const std::string &img_path ) {
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@ -421,6 +423,9 @@ public:
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void setStatic(bool stat = true) {
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void setStatic(bool stat = true) {
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is_static = stat;
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is_static = stat;
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}
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}
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std::shared_ptr<Renderer> getRenderer() const {
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return renderer;
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}
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protected:
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protected:
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std::vector< std::shared_ptr< CollisionPolygon > > collisions;
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std::vector< std::shared_ptr< CollisionPolygon > > collisions;
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@ -475,6 +480,36 @@ public:
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}
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}
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render_mutex.unlock();
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render_mutex.unlock();
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}
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}
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void setZIndex( const std::shared_ptr< RenderObject > &obj, int index ) {
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std::lock_guard<std::mutex> guard(render_mutex);
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int original_index = 0;
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for(long unsigned int i = 0; i < render_objects.size(); i++) {
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if(render_objects[i] == obj) {
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original_index = i;
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}
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}
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if(original_index == index)
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return;
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if(original_index > index)
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original_index++;
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render_objects.insert(render_objects.begin() + index, obj);
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render_objects.erase(render_objects.begin() + original_index);
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}
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void moveDownZ( const std::shared_ptr<RenderObject> &obj ) {
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moveZ(obj, -1);
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}
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void moveUpZ( const std::shared_ptr<RenderObject> &obj ) {
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moveZ(obj, 1);
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}
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void moveZ( const std::shared_ptr<RenderObject> &obj, int addition ) {
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int original_index = 0;
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for(long unsigned int i = 0; i < render_objects.size(); i++) {
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if(render_objects[i] == obj) {
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original_index = i;
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}
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}
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std::iter_swap(render_objects.begin() + original_index, render_objects.begin() + original_index + addition);
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}
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//TODO addCollision
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//TODO addCollision
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std::shared_ptr< RenderObject > getObject( int index ) {
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std::shared_ptr< RenderObject > getObject( int index ) {
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return render_objects[index];
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return render_objects[index];
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@ -847,7 +882,7 @@ public:
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RectangleRender() = delete;
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RectangleRender() = delete;
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virtual ~RectangleRender(){};
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virtual ~RectangleRender(){};
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RectangleRender( double x, double y, double w, double h,
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RectangleRender( double x, double y, double w, double h,
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std::shared_ptr< Renderer > &r )
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const std::shared_ptr< Renderer > &r )
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: RenderObject( r ) {
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: RenderObject( r ) {
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og_x = x_ = x;
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og_x = x_ = x;
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og_y = y_ = y;
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og_y = y_ = y;
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@ -856,19 +891,20 @@ public:
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updateSizeAndPosition();
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updateSizeAndPosition();
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}
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}
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RectangleRender( double x, double y, double w, double h,
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RectangleRender( double x, double y, double w, double h,
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std::shared_ptr< Renderer > &r,
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const std::shared_ptr< Renderer > &r,
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std::shared_ptr< Texture > &t )
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const std::shared_ptr< Texture > &t )
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: RectangleRender( x, y, w, h, r ) {
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: RectangleRender( x, y, w, h, r ) {
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setTexture( t );
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setTexture( t );
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}
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}
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RectangleRender( double x, double y, double w, double h,
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RectangleRender( double x, double y, double w, double h,
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std::shared_ptr< Renderer > &r,
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const std::shared_ptr< Renderer > &r,
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const std::string &img_or_color, bool is_polygon = false )
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const std::string &img_or_color, bool is_polygon = false )
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: RectangleRender( x, y, w, h, r ) {
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: RectangleRender( x, y, w, h, r ) {
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if ( !is_polygon ) {
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if ( !is_polygon ) {
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setTexture( img_or_color );
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setTexture( img_or_color );
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} else {
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} else {
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setColor( img_or_color );
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setColor( img_or_color );
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color = img_or_color;
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}
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}
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}
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}
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virtual void setColor( const std::string &color ) override {
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virtual void setColor( const std::string &color ) override {
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@ -924,7 +960,7 @@ public:
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virtual void custom_move( int /*UNUSED*/ ) override {}
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virtual void custom_move( int /*UNUSED*/ ) override {}
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virtual std::pair< std::pair< double, double >,
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virtual std::pair< std::pair< double, double >,
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std::pair< double, double > >
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std::pair< double, double > >
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getDoubleRect() override {
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getDoubleRect() const override {
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return { { og_x, og_y }, { og_w, og_h } };
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return { { og_x, og_y }, { og_w, og_h } };
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}
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}
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virtual void setPos( double x, double y ) override {
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virtual void setPos( double x, double y ) override {
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@ -932,6 +968,9 @@ public:
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og_y = y;
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og_y = y;
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updateSizeAndPosition();
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updateSizeAndPosition();
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}
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}
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virtual void setPos(const std::pair<double, double> &pos) override {
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setPos(pos.first, pos.second);
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}
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virtual std::pair< double, double > getPos() const override {
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virtual std::pair< double, double > getPos() const override {
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return { og_x, og_y };
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return { og_x, og_y };
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}
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}
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@ -985,6 +1024,9 @@ public:
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// TODO ACTUALLY copy, don't just copy pointers to textures and whatnot, create new textures!!!
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// TODO ACTUALLY copy, don't just copy pointers to textures and whatnot, create new textures!!!
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return std::make_shared<RectangleRender>(*this);
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return std::make_shared<RectangleRender>(*this);
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}
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}
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std::string getColor() const {
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return color;
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}
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protected:
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protected:
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void updateXY() {
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void updateXY() {
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@ -1014,6 +1056,7 @@ protected:
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double h_;
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double h_;
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bool centerx = false;
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bool centerx = false;
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SDL_Rect rect;
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SDL_Rect rect;
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std::string color = "";
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};
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};
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class TextRenderer : public RectangleRender {
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class TextRenderer : public RectangleRender {
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300
tetris.cpp
300
tetris.cpp
@ -7,6 +7,9 @@
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#define COLIDER_ID 0x00000001
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#define COLIDER_ID 0x00000001
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#define BRICK_ID 0x00000002
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#define BRICK_ID 0x00000002
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#define GAME_OVER 0x00000003
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#define GAME_OVER 0x00000003
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#define SHADOW_ID 0x00000004
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#define BORDER_ID 0x00000005
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#define FLOOR_ID 0x00000006
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#define LEFT_BORDER 0.3
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#define LEFT_BORDER 0.3
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#define RIGHT_BORDER 0.7
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#define RIGHT_BORDER 0.7
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@ -16,6 +19,7 @@
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#define TICKS_TILL_FALL 500
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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_DESCEND 50
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#define TICKS_TILL_MOVE 100
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#define TETRIS_BRICK 0
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#define TETRIS_BRICK 0
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#define TETRIS_T 1
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#define TETRIS_T 1
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@ -35,6 +39,7 @@ int game_over_select = 0;
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int game_over_max = 1;
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int game_over_max = 1;
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int ticks_till_fall = TICKS_TILL_FALL;
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int ticks_till_fall = TICKS_TILL_FALL;
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int ticks_till_descend = TICKS_TILL_DESCEND;
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int ticks_till_descend = TICKS_TILL_DESCEND;
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int ticks_till_movement = TICKS_TILL_MOVE;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > game_over_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > game_over_options;
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std::shared_ptr< SDLPP::TextRenderer > score_texture;
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std::shared_ptr< SDLPP::TextRenderer > score_texture;
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@ -55,16 +60,26 @@ class TetrisBlock : public SDLPP::RectangleRender {
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public:
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public:
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TetrisBlock() = delete;
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TetrisBlock() = delete;
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TetrisBlock( double x, double y, double w, double h,
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TetrisBlock( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r,
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const std::shared_ptr< SDLPP::Renderer > &r,
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const std::string &img_or_color, bool is_polygon = false,
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const std::string &img_or_color, bool is_polygon,
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int index = 0 )
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int index, std::shared_ptr<SDLPP::Scene> scene )
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
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_index = index;
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_index = index;
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bag[_index]--;
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bag[_index]--;
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_scene = scene;
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}
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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) {}
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~TetrisBlock() {
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~TetrisBlock() {
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bag[_index]++;
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bag[_index]++;
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}
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}
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virtual std::shared_ptr<RenderObject> copySelf() {
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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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bool isSamePos(const SDLPP::RenderObject &other) const {
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auto mypos = getPos();
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auto mypos = getPos();
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auto otherpos = other.getPos();
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auto otherpos = other.getPos();
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@ -77,8 +92,24 @@ public:
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private:
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private:
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int _index = 0;
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int _index = 0;
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std::shared_ptr<SDLPP::Scene> _scene;
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};
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};
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std::shared_ptr< TetrisBlock >
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createTetrisBlock( double x, double y, const std::string &color,
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const std::string &outline, int index,
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std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
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renderer, color, true, index, scene );
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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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ret->centerX();
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scene->addObject( ret );
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return ret;
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}
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class TetrisPiece {
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class TetrisPiece {
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public:
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public:
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TetrisPiece() {
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TetrisPiece() {
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@ -151,6 +182,19 @@ public:
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piece->setPos( pos.first, pos.second );
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piece->setPos( pos.first, pos.second );
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}
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}
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}
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}
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void setPos(const std::pair<double,double> &pos) {
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setPos(pos.first, pos.second);
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}
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std::pair<double, double> getPos() {
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auto &piece = pieces[0];
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auto &relpositions = pieces_rel_position[0];
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auto pos = piece->getPos();
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pos.first += relpositions[0] * BLOCK_SIZE;
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pos.first -= relpositions[1] * BLOCK_SIZE;
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pos.second += relpositions[2] * BLOCK_SIZE;
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pos.second -= relpositions[3] * BLOCK_SIZE;
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return pos;
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}
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void clear() {
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void clear() {
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pieces.clear();
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pieces.clear();
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pieces_rel_position.clear();
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pieces_rel_position.clear();
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@ -161,9 +205,18 @@ public:
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void stopDescend() {
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void stopDescend() {
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descend = false;
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descend = false;
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}
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}
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void startMovement() {
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userMovement += 1;
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}
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void stopMovement() {
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userMovement -= 1;
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}
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bool isDescending() {
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bool isDescending() {
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return descend;
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return descend;
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}
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}
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bool isMoving() {
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return userMovement > 0;
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}
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bool isLeft(const SDLPP::RenderObject &block) const {
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bool isLeft(const SDLPP::RenderObject &block) const {
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return isPosition(block, 0);
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return isPosition(block, 0);
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}
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}
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@ -180,6 +233,34 @@ public:
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rotate_allowed = false;
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rotate_allowed = false;
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}
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}
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void turnIntoShadow() {
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for(auto &block : getObjects() ) {
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block->setId(SHADOW_ID);
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block->setColor("#AAAAAAAA");
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}
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}
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std::shared_ptr<TetrisPiece> copySelf() {
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auto ret = std::make_shared<TetrisPiece>();
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for(int i = 0; i < 4; i++) {
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auto block = pieces[i]->copyInScene();
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block->centerX();
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ret->addBlockInPos(block, pieces_rel_position[i]);
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}
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return ret;
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}
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void destroy() {
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for(auto &x : getObjects()) {
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x->destroy();
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}
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}
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void addMovement(int x, int y) {
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movement.first += x;
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movement.second += y;
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}
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std::pair<int,int> getMovement() const {
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return movement;
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}
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private:
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private:
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bool isPosition(const SDLPP::RenderObject &block, int pos) const {
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bool isPosition(const SDLPP::RenderObject &block, int pos) const {
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for(int i = 0; i < 4; i++) {
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for(int i = 0; i < 4; i++) {
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@ -189,16 +270,28 @@ private:
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}
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}
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return false;
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return false;
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}
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}
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void resetBlock(int index, std::shared_ptr< TetrisBlock > piece) {
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piece->setPos(pieces[index]->getPos());
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pieces[index] = piece;
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}
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||||||
|
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::vector< int > > pieces_rel_position;
|
||||||
std::vector< std::shared_ptr< TetrisBlock > > pieces;
|
std::vector< std::shared_ptr< TetrisBlock > > pieces;
|
||||||
std::vector< std::pair< double, double > > original_pos;
|
std::vector< std::pair< double, double > > original_pos;
|
||||||
bool descend = false;
|
bool descend = false;
|
||||||
|
int userMovement = 0;
|
||||||
bool rotate_allowed = true;
|
bool rotate_allowed = true;
|
||||||
|
std::pair<int,int> movement = {0,0};
|
||||||
};
|
};
|
||||||
|
|
||||||
std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
|
std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
|
||||||
std::shared_ptr< TetrisPiece > cur_object;
|
std::shared_ptr< TetrisPiece > cur_object;
|
||||||
std::shared_ptr< TetrisPiece > next_object;
|
std::shared_ptr< TetrisPiece > next_object;
|
||||||
|
std::shared_ptr< TetrisPiece > cur_shadow;
|
||||||
|
std::shared_ptr< SDLPP::RectangleRender > shadow_colider;
|
||||||
|
|
||||||
void doInput( std::shared_ptr< SDLPP::Scene > scene );
|
void doInput( std::shared_ptr< SDLPP::Scene > scene );
|
||||||
void doInputPause();
|
void doInputPause();
|
||||||
@ -207,21 +300,6 @@ bool quit = false;
|
|||||||
|
|
||||||
std::mutex movement_mutex;
|
std::mutex movement_mutex;
|
||||||
|
|
||||||
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 );
|
|
||||||
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 >
|
std::shared_ptr< TetrisPiece >
|
||||||
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
|
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||||
@ -465,6 +543,38 @@ void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
|
|||||||
line_coliders.push_back( colider );
|
line_coliders.push_back( colider );
|
||||||
scene.addObject( colider );
|
scene.addObject( colider );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
auto shcol = std::make_shared< SDLPP::RectangleRender >( 0, TOP_BORDER, BLOCK_SIZE, BOTTOM_BORDER - TOP_BORDER, r );
|
||||||
|
shcol->addCollision(SDLPP::Rect( 0.1, 0.01, 0.8, 0.98 ));
|
||||||
|
shcol->setId( COLIDER_ID );
|
||||||
|
shcol->setStatic();
|
||||||
|
shcol->centerX();
|
||||||
|
shadow_colider = shcol;
|
||||||
|
scene.addObject( shadow_colider );
|
||||||
|
|
||||||
|
auto border = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER - 1, TOP_BORDER, 1, BOTTOM_BORDER, r);
|
||||||
|
border->setId( BORDER_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, TOP_BORDER, 1, BOTTOM_BORDER, r);
|
||||||
|
border->setId( BORDER_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 updateScore() {
|
void updateScore() {
|
||||||
@ -535,7 +645,8 @@ void quitGame() {
|
|||||||
quit = true;
|
quit = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
||||||
|
bool ret = true;
|
||||||
bool crash = true;
|
bool crash = true;
|
||||||
int left = 0x01;
|
int left = 0x01;
|
||||||
int right = 0x02;
|
int right = 0x02;
|
||||||
@ -564,6 +675,7 @@ void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
|||||||
if ( crash ) {
|
if ( crash ) {
|
||||||
if ( flags & bottom || (flags & left && flags & right) ) {
|
if ( flags & bottom || (flags & left && flags & right) ) {
|
||||||
piece->revert();
|
piece->revert();
|
||||||
|
ret = false;
|
||||||
} else {
|
} else {
|
||||||
if( flags & left )
|
if( flags & left )
|
||||||
piece->movePiece(BLOCK_SIZE, 0);
|
piece->movePiece(BLOCK_SIZE, 0);
|
||||||
@ -596,6 +708,7 @@ void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
|||||||
break;
|
break;
|
||||||
if((is_left && is_right) || (is_left && was_right) || (is_right && was_left)) {
|
if((is_left && is_right) || (is_left && was_right) || (is_right && was_left)) {
|
||||||
piece->revert();
|
piece->revert();
|
||||||
|
ret = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
was_left = is_left;
|
was_left = is_left;
|
||||||
@ -607,13 +720,55 @@ void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
|||||||
// either bottom or up
|
// either bottom or up
|
||||||
if(!is_left && !is_right) {
|
if(!is_left && !is_right) {
|
||||||
piece->revert();
|
piece->revert();
|
||||||
|
ret = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
void updateShadow(SDLPP::Scene &scene) {
|
||||||
|
if(!cur_object) {
|
||||||
|
cur_shadow->destroy();
|
||||||
|
cur_shadow.reset();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
cur_shadow->setPos(cur_object->getPos());
|
||||||
|
double shadow_drop = BOTTOM_BORDER;
|
||||||
|
auto &invalid_objects = cur_object->getObjects();
|
||||||
|
for( auto &x : cur_shadow->getObjects() ) {
|
||||||
|
if(BOTTOM_BORDER - x->getPos().second < shadow_drop)
|
||||||
|
shadow_drop = BOTTOM_BORDER - x->getPos().second;
|
||||||
|
shadow_colider->setPos(x->getPos().first, TOP_BORDER);
|
||||||
|
auto collisions = scene.getCollisions( *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;
|
||||||
|
if(colY - curY < shadow_drop)
|
||||||
|
shadow_drop = colY - curY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
shadow_drop -= BLOCK_SIZE;
|
||||||
|
cur_shadow->setPos(cur_shadow->getPos().first, cur_shadow->getPos().second + shadow_drop);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
|
||||||
|
auto ret = true;
|
||||||
|
for ( auto &x : piece->getObjects() ) {
|
||||||
|
if(x->getId() != 2)
|
||||||
|
std::cout << "ID: " << x->getId() << std::endl;
|
||||||
|
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_ID } );
|
||||||
|
if ( collisions.size() > 1 ) {
|
||||||
|
ret = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||||
bool crash = false;
|
|
||||||
switch ( key ) {
|
switch ( key ) {
|
||||||
case SDLK_ESCAPE:
|
case SDLK_ESCAPE:
|
||||||
{
|
{
|
||||||
@ -627,44 +782,42 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
|||||||
if(!cur_object)
|
if(!cur_object)
|
||||||
break;
|
break;
|
||||||
cur_object->movePiece(-BLOCK_SIZE, 0);
|
cur_object->movePiece(-BLOCK_SIZE, 0);
|
||||||
|
if(!validPos(scene, cur_object))
|
||||||
for ( auto &x : cur_object->getObjects() ) {
|
|
||||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
|
||||||
auto pos = x->getPos();
|
|
||||||
if ( collisions.size() > 1 || pos.first < ( LEFT_BORDER - 0.01 ) )
|
|
||||||
crash = true;
|
|
||||||
}
|
|
||||||
if ( crash )
|
|
||||||
cur_object->movePiece(BLOCK_SIZE, 0);
|
cur_object->movePiece(BLOCK_SIZE, 0);
|
||||||
|
updateShadow(scene);
|
||||||
|
|
||||||
|
ticks_till_movement = 2*TICKS_TILL_MOVE;
|
||||||
|
cur_object->startMovement();
|
||||||
|
cur_object->addMovement(-1,0);
|
||||||
break;
|
break;
|
||||||
case SDLK_RIGHT:
|
case SDLK_RIGHT:
|
||||||
case SDLK_d:
|
case SDLK_d:
|
||||||
if(!cur_object)
|
if(!cur_object)
|
||||||
break;
|
break;
|
||||||
cur_object->movePiece(BLOCK_SIZE, 0);
|
cur_object->movePiece(BLOCK_SIZE, 0);
|
||||||
|
if(!validPos(scene, cur_object))
|
||||||
for ( auto &x : cur_object->getObjects() ) {
|
|
||||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
|
||||||
auto pos = x->getPos();
|
|
||||||
if ( collisions.size() > 1 || pos.first > RIGHT_BORDER - BLOCK_SIZE + 0.01 ) {
|
|
||||||
crash = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if ( crash )
|
|
||||||
cur_object->movePiece(-BLOCK_SIZE, 0);
|
cur_object->movePiece(-BLOCK_SIZE, 0);
|
||||||
|
updateShadow(scene);
|
||||||
|
|
||||||
|
ticks_till_movement = 2*TICKS_TILL_MOVE;
|
||||||
|
cur_object->startMovement();
|
||||||
|
cur_object->addMovement(1,0);
|
||||||
break;
|
break;
|
||||||
case SDLK_DOWN:
|
case SDLK_DOWN:
|
||||||
case SDLK_s:
|
case SDLK_s:
|
||||||
if(!cur_object)
|
if(!cur_object)
|
||||||
break;
|
break;
|
||||||
cur_object->startDescend();
|
cur_object->startDescend();
|
||||||
|
cur_object->addMovement(0,1);
|
||||||
break;
|
break;
|
||||||
case SDLK_UP:
|
case SDLK_UP:
|
||||||
case SDLK_w:
|
case SDLK_w:
|
||||||
if(!cur_object)
|
if(!cur_object)
|
||||||
break;
|
break;
|
||||||
cur_object->rotate();
|
cur_object->rotate();
|
||||||
checkRotation( cur_object, scene );
|
if( checkRotation( cur_object, scene ) )
|
||||||
|
cur_shadow->rotate();
|
||||||
|
updateShadow(scene);
|
||||||
break;
|
break;
|
||||||
case SDLK_r:
|
case SDLK_r:
|
||||||
scene.getRenderer().setRenderColiders(
|
scene.getRenderer().setRenderColiders(
|
||||||
@ -675,9 +828,40 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void handleKeyUp( SDL_Keycode key ) {
|
void handleKeyUp( SDL_Keycode key ) {
|
||||||
if ( key == SDLK_DOWN || key == SDLK_s ) {
|
switch(key) {
|
||||||
if(cur_object)
|
case SDLK_DOWN:
|
||||||
cur_object->stopDescend();
|
case SDLK_s:
|
||||||
|
if(!cur_object)
|
||||||
|
break;
|
||||||
|
if(cur_object->isDescending()) {
|
||||||
|
cur_object->stopDescend();
|
||||||
|
cur_object->addMovement(0,-1);
|
||||||
|
ticks_till_descend = TICKS_TILL_DESCEND;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case SDLK_LEFT:
|
||||||
|
case SDLK_a:
|
||||||
|
if(!cur_object)
|
||||||
|
break;
|
||||||
|
if(cur_object->isMoving()) {
|
||||||
|
cur_object->stopMovement();
|
||||||
|
cur_object->addMovement(1,0);
|
||||||
|
if(cur_object->isMoving())
|
||||||
|
ticks_till_movement = TICKS_TILL_MOVE;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case SDLK_RIGHT:
|
||||||
|
case SDLK_d:
|
||||||
|
if(!cur_object)
|
||||||
|
break;
|
||||||
|
if(cur_object->isMoving()) {
|
||||||
|
cur_object->stopDescend();
|
||||||
|
cur_object->addMovement(-1,0);
|
||||||
|
if(cur_object->isMoving())
|
||||||
|
ticks_till_movement = TICKS_TILL_MOVE;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -866,30 +1050,43 @@ void pollEventsGameOver() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||||
|
auto movement = cur_object->getMovement();
|
||||||
ticks_till_fall -= ticks;
|
ticks_till_fall -= ticks;
|
||||||
if ( cur_object->isDescending() )
|
if ( cur_object->isDescending() )
|
||||||
ticks_till_descend -= ticks;
|
ticks_till_descend -= ticks;
|
||||||
|
if ( cur_object->isMoving() )
|
||||||
|
ticks_till_movement -= ticks;
|
||||||
if ( ticks_till_fall > 0 ) {
|
if ( ticks_till_fall > 0 ) {
|
||||||
if ( cur_object->isDescending() && ticks_till_descend <= 0 ) {
|
if ( cur_object->isDescending() && ticks_till_descend <= 0 ) {
|
||||||
ticks_till_descend = TICKS_TILL_DESCEND;
|
ticks_till_descend = TICKS_TILL_DESCEND;
|
||||||
goto fall;
|
cur_object->movePiece(0, movement.second * BLOCK_SIZE);
|
||||||
|
if(!validPos(*scene, cur_object)) {
|
||||||
|
cur_object->movePiece(0, movement.second * -BLOCK_SIZE);
|
||||||
|
return;
|
||||||
|
} else
|
||||||
|
goto check_floor;
|
||||||
|
}
|
||||||
|
if ( cur_object->isMoving() && ticks_till_movement <= 0 ) {
|
||||||
|
ticks_till_movement = TICKS_TILL_MOVE;
|
||||||
|
cur_object->movePiece(movement.first * BLOCK_SIZE, 0);
|
||||||
|
if(!validPos(*scene, cur_object)) {
|
||||||
|
cur_object->movePiece(movement.first * -BLOCK_SIZE, 0);
|
||||||
|
return;
|
||||||
|
} else
|
||||||
|
goto check_floor;
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
ticks_till_fall = TICKS_TILL_FALL;
|
ticks_till_fall = TICKS_TILL_FALL;
|
||||||
fall:
|
|
||||||
cur_object->movePiece(0, BLOCK_SIZE);
|
cur_object->movePiece(0, BLOCK_SIZE);
|
||||||
|
check_floor:
|
||||||
bool fell = false;
|
bool fell = false;
|
||||||
for ( auto &x : cur_object->getObjects() ) {
|
for ( auto &x : cur_object->getObjects() ) {
|
||||||
auto collisions = scene->getCollisions( *x, { BRICK_ID } );
|
auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } );
|
||||||
if ( collisions.size() > 1 ) {
|
if ( collisions.size() > 1 ) {
|
||||||
fell = true;
|
fell = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if ( x->getPos().second >= 1 ) {
|
|
||||||
fell = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if ( fell ) {
|
if ( fell ) {
|
||||||
cur_object->movePiece(0, -BLOCK_SIZE);
|
cur_object->movePiece(0, -BLOCK_SIZE);
|
||||||
@ -903,6 +1100,7 @@ fall:
|
|||||||
}
|
}
|
||||||
cur_object.reset();
|
cur_object.reset();
|
||||||
}
|
}
|
||||||
|
updateShadow(*scene);
|
||||||
}
|
}
|
||||||
|
|
||||||
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||||
@ -1008,6 +1206,12 @@ int main() {
|
|||||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||||
cur_object = next_object;
|
cur_object = next_object;
|
||||||
cur_object->setPos( 0.5, TOP_BORDER - BLOCK_SIZE );
|
cur_object->setPos( 0.5, TOP_BORDER - BLOCK_SIZE );
|
||||||
|
cur_shadow = cur_object->copySelf();
|
||||||
|
cur_shadow->turnIntoShadow();
|
||||||
|
for(auto &piece : cur_shadow->getObjects()) {
|
||||||
|
active_scene->moveZ(piece, -4);
|
||||||
|
}
|
||||||
|
updateShadow(*main_scene);
|
||||||
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
|
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
|
||||||
int retries = 0;
|
int retries = 0;
|
||||||
while ( bag[rand_index] < 4 ) {
|
while ( bag[rand_index] < 4 ) {
|
||||||
|
Loading…
Reference in New Issue
Block a user