TETRIS: use new sdlpp library
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a67e9e5b1a
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@ -6,14 +6,12 @@ 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 scenes.o config.o functions.o global_vars.o
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
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tetris: tetris.o scenes.o config.o functions.o global_vars.o libsdlpp.so
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS} -L -llibsdlpp
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sdlpp.o: ../sdlpp.cpp ../sdlpp.hpp
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tetris.o: tetris.cpp ../sdlpp/sdlpp.hpp config.hpp custom_classes.hpp scenes.hpp global_vars.hpp functions.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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tetris.o: tetris.cpp ../sdlpp.hpp config.hpp custom_classes.hpp scenes.hpp global_vars.hpp functions.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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scenes.o: scenes.cpp ../sdlpp.hpp config.hpp scenes.hpp functions.hpp global_vars.hpp
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scenes.o: scenes.cpp ../sdlpp/sdlpp.hpp config.hpp scenes.hpp functions.hpp global_vars.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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config.o: config.cpp config.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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@ -21,6 +19,13 @@ functions.o: functions.cpp config.hpp functions.hpp global_vars.hpp scenes.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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global_vars.o: global_vars.cpp config.hpp global_vars.hpp functions.hpp
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$(CXX) $(CFLAGS) -c -o $@ $<
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libsdlpp.so: ../sdlpp
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$(MAKE) -C ../sdlpp
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cp ../sdlpp/libsdlpp.so .
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ln -sf libsdlpp.so libsdlpp.so.1
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start:
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LD_LIBRARY_PATH=$$(pwd) ./tetris
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clean:
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rm -Rf *.o tetris
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@ -1,108 +1,114 @@
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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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{"shadow_out", "#888888"},
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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", "#000000BB"},
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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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{"shadow_out", "#fbf1c7"},
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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", "#282828BB"},
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{"menu_item_background", "#d5c4a180"},
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}},
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{ "gruvbox_light", {
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{"piece_brick", "#cc241d"},
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{"piece_brick_out", "#9d0006"},
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{"piece_T", "#98971a"},
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{"piece_T_out", "#79740e"},
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{"piece_L_right", "#458588"},
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{"piece_L_right_out", "#076678"},
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{"piece_Z_right", "#b16286"},
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{"piece_Z_right_out", "#8f3f71"},
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{"piece_line", "#d79921"},
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{"piece_line_out", "#b57614"},
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{"piece_L_left", "#689d6a"},
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{"piece_L_left_out", "#427b58"},
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{"piece_Z_left", "#7c6f64"},
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{"piece_Z_left_out", "#3c3836"},
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{"shadow", "#665c5480"},
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{"shadow_out", "#282828"},
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{"background", "#d5c4a1"},
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{"line", "#282828"},
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{"barrier", "#d65d0e"},
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{"text", "#3c3836"},
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{"text_out", "#f9f5d7"},
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{"menu_background", "#d5c4a1BB"},
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{"menu_item_background", "#50494580"},
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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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{"shadow_out", "#FFFFFF"},
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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", "#000000BB"},
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{"menu_item_background", "#FFFFFF40"},
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}},
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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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{
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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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{ "shadow_out", "#888888" },
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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", "#000000BB" },
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{ "menu_item_background", "#FFFFFF40" },
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} },
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{ "gruvbox_dark",
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{
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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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{ "shadow_out", "#fbf1c7" },
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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", "#282828BB" },
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{ "menu_item_background", "#d5c4a180" },
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} },
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{ "gruvbox_light",
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{
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{ "piece_brick", "#cc241d" },
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{ "piece_brick_out", "#9d0006" },
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{ "piece_T", "#98971a" },
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{ "piece_T_out", "#79740e" },
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{ "piece_L_right", "#458588" },
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{ "piece_L_right_out", "#076678" },
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{ "piece_Z_right", "#b16286" },
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{ "piece_Z_right_out", "#8f3f71" },
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{ "piece_line", "#d79921" },
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{ "piece_line_out", "#b57614" },
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{ "piece_L_left", "#689d6a" },
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{ "piece_L_left_out", "#427b58" },
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{ "piece_Z_left", "#7c6f64" },
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{ "piece_Z_left_out", "#3c3836" },
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{ "shadow", "#665c5480" },
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{ "shadow_out", "#282828" },
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{ "background", "#d5c4a1" },
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{ "line", "#282828" },
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{ "barrier", "#d65d0e" },
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{ "text", "#3c3836" },
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{ "text_out", "#f9f5d7" },
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{ "menu_background", "#d5c4a1BB" },
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{ "menu_item_background", "#50494580" },
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} },
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{ "blackandwhite",
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{
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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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{ "shadow_out", "#FFFFFF" },
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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", "#000000BB" },
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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", "gruvbox_light", "blackandwhite" };
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std::vector< std::string > color_schemes_names = { "default", "gruvbox_dark",
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"gruvbox_light",
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"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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bool g_show_3d = false;
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@ -55,8 +55,9 @@
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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 std::map< std::string, std::map< std::string, std::string > >
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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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extern bool g_show_3d;
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@ -1,7 +1,7 @@
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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 "../sdlpp/sdlpp.hpp"
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#include "config.hpp"
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class TetrisBlock : public SDLPP::RectangleRender {
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@ -9,53 +9,61 @@ 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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const std::string &img_or_color, bool is_polygon, int index,
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std::shared_ptr< SDLPP::Scene > scene,
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std::vector< int > &bag )
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: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ),
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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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setColors();
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if(g_show_3d)
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setTexture("block.png");
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if ( g_show_3d )
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setTexture( "block.png" );
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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( const TetrisBlock &other )
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: TetrisBlock( other.getDoubleRect().first.first,
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other.getDoubleRect().first.second,
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other.getDoubleRect().second.first,
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other.getDoubleRect().second.second,
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other.getRenderer(), other.getColor(), true,
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other._index, other._scene, other.pieces_bag ) {}
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~TetrisBlock() {
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if(_index != PIECE_SHADOW)
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if ( _index != PIECE_SHADOW )
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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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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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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 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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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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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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setColors();
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if(g_show_3d)
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setTexture("block.png");
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else
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unsetTexture();
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}
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default:
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break;
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switch ( code ) {
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case PIECE_ACTION_UPDATE_COLOR: {
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setColors();
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if ( g_show_3d )
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setTexture( "block.png" );
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else
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unsetTexture();
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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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void turnIntoShadow() {
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setId(SHADOW_ID);
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setId( SHADOW_ID );
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// shadows don't consume pieces from bag
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pieces_bag[_index]++;
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_index = PIECE_SHADOW;
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@ -64,36 +72,36 @@ public:
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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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case PIECE_SHADOW:
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return "shadow";
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default:
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break;
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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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case PIECE_SHADOW:
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return "shadow";
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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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void setColors() {
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auto piece_name = getPieceName();
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setColor(colors[piece_name]);
|
||||
setOutlineColor(colors[piece_name + "_out"]);
|
||||
setColor( colors[piece_name] );
|
||||
setOutlineColor( colors[piece_name + "_out"] );
|
||||
}
|
||||
int _index = 0;
|
||||
std::shared_ptr<SDLPP::Scene> _scene;
|
||||
std::vector<int> &pieces_bag;
|
||||
std::shared_ptr< SDLPP::Scene > _scene;
|
||||
std::vector< int > &pieces_bag;
|
||||
};
|
||||
|
||||
class TetrisPiece {
|
||||
@ -101,8 +109,7 @@ public:
|
||||
TetrisPiece() {
|
||||
original_pos.reserve( 4 );
|
||||
}
|
||||
void addPiece( std::shared_ptr< TetrisBlock > piece, int x,
|
||||
int y ) {
|
||||
void addPiece( std::shared_ptr< TetrisBlock > piece, int x, int y ) {
|
||||
pieces.push_back( piece );
|
||||
pieces_rel_position.push_back( { 0, 0, 0, 0 } );
|
||||
// done this way for SPEEEEEEED
|
||||
@ -116,7 +123,7 @@ public:
|
||||
pieces_rel_position.back()[3] = ( y > 0 ) * y;
|
||||
}
|
||||
void rotate() {
|
||||
if(!rotate_allowed)
|
||||
if ( !rotate_allowed )
|
||||
return;
|
||||
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
|
||||
auto &piece = pieces[i];
|
||||
@ -160,7 +167,7 @@ public:
|
||||
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};
|
||||
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;
|
||||
@ -168,10 +175,10 @@ public:
|
||||
piece->setPos( pos.first, pos.second );
|
||||
}
|
||||
}
|
||||
void setPos(const std::pair<double,double> &pos) {
|
||||
setPos(pos.first, pos.second);
|
||||
void setPos( const std::pair< double, double > &pos ) {
|
||||
setPos( pos.first, pos.second );
|
||||
}
|
||||
std::pair<double, double> getPos() {
|
||||
std::pair< double, double > getPos() {
|
||||
auto &piece = pieces[0];
|
||||
auto &relpositions = pieces_rel_position[0];
|
||||
auto pos = piece->getPos();
|
||||
@ -203,13 +210,13 @@ public:
|
||||
bool isMoving() {
|
||||
return userMovement > 0;
|
||||
}
|
||||
bool isLeft(const SDLPP::RenderObject &block) const {
|
||||
return isPosition(block, 0);
|
||||
bool isLeft( const SDLPP::RenderObject &block ) const {
|
||||
return isPosition( block, 0 );
|
||||
}
|
||||
bool isRight(const SDLPP::RenderObject &block) const {
|
||||
return isPosition(block, 1);
|
||||
bool isRight( const SDLPP::RenderObject &block ) const {
|
||||
return isPosition( block, 1 );
|
||||
}
|
||||
void movePiece(double x, double y) {
|
||||
void movePiece( double x, double y ) {
|
||||
for ( auto &block : getObjects() ) {
|
||||
auto pos = block->getPos();
|
||||
block->setPos( pos.first + x, pos.second + y );
|
||||
@ -220,38 +227,38 @@ public:
|
||||
}
|
||||
|
||||
void turnIntoShadow() {
|
||||
for(auto &block : getObjects() )
|
||||
for ( auto &block : getObjects() )
|
||||
block->turnIntoShadow();
|
||||
setHidden(!g_show_shadow);
|
||||
setHidden( !g_show_shadow );
|
||||
}
|
||||
std::shared_ptr<TetrisPiece> copySelf() {
|
||||
auto ret = std::make_shared<TetrisPiece>();
|
||||
for(int i = 0; i < 4; i++) {
|
||||
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]);
|
||||
ret->addBlockInPos( block, pieces_rel_position[i] );
|
||||
}
|
||||
if(!rotate_allowed)
|
||||
if ( !rotate_allowed )
|
||||
ret->disableRotation();
|
||||
ret->setHidden(_hidden);
|
||||
ret->setHidden( _hidden );
|
||||
return ret;
|
||||
}
|
||||
void destroy() {
|
||||
for(auto &x : getObjects()) {
|
||||
for ( auto &x : getObjects() ) {
|
||||
x->destroy();
|
||||
}
|
||||
}
|
||||
void addMovement(int x, int y) {
|
||||
void addMovement( int x, int y ) {
|
||||
movement.first += x;
|
||||
movement.second += y;
|
||||
}
|
||||
std::pair<int,int> getMovement() const {
|
||||
std::pair< int, int > getMovement() const {
|
||||
return movement;
|
||||
}
|
||||
void setHidden(bool hidden) {
|
||||
void setHidden( bool hidden ) {
|
||||
_hidden = hidden;
|
||||
for(auto &x : getObjects()) {
|
||||
x->setHidden(hidden);
|
||||
for ( auto &x : getObjects() ) {
|
||||
x->setHidden( hidden );
|
||||
}
|
||||
}
|
||||
bool getHidden() {
|
||||
@ -259,21 +266,22 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
bool isPosition(const SDLPP::RenderObject &block, int pos) const {
|
||||
for(int i = 0; i < 4; i++) {
|
||||
if(pieces[i]->isSamePos(block)) {
|
||||
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());
|
||||
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) {
|
||||
void addBlockInPos( std::shared_ptr< TetrisBlock > piece,
|
||||
const std::vector< int > &relpos ) {
|
||||
pieces.push_back( piece );
|
||||
pieces_rel_position.push_back(relpos);
|
||||
pieces_rel_position.push_back( relpos );
|
||||
}
|
||||
std::vector< std::vector< int > > pieces_rel_position;
|
||||
std::vector< std::shared_ptr< TetrisBlock > > pieces;
|
||||
@ -281,7 +289,7 @@ private:
|
||||
bool descend = false;
|
||||
int userMovement = 0;
|
||||
bool rotate_allowed = true;
|
||||
std::pair<int,int> movement = {0,0};
|
||||
std::pair< int, int > movement = { 0, 0 };
|
||||
bool _hidden = false;
|
||||
};
|
||||
|
||||
|
@ -4,47 +4,50 @@
|
||||
#include "scenes.hpp"
|
||||
#include <thread>
|
||||
|
||||
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
|
||||
bool validPos( SDLPP::Scene &scene, std::shared_ptr< TetrisPiece > piece ) {
|
||||
for ( auto &x : piece->getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
|
||||
auto collisions = scene.getCollisions(
|
||||
*x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
|
||||
if ( collisions.size() > 1 )
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void updateShadow(SDLPP::Scene &scene) {
|
||||
if(!g_cur_object) {
|
||||
void updateShadow( SDLPP::Scene &scene ) {
|
||||
if ( !g_cur_object ) {
|
||||
g_cur_shadow->destroy();
|
||||
g_cur_shadow.reset();
|
||||
return;
|
||||
}
|
||||
if(!g_cur_shadow)
|
||||
if ( !g_cur_shadow )
|
||||
return;
|
||||
g_cur_shadow->setPos(g_cur_object->getPos());
|
||||
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() ) {
|
||||
for ( auto &x : g_cur_shadow->getObjects() ) {
|
||||
auto block_pos = x->getPos();
|
||||
if(BOTTOM_BORDER - block_pos.second < shadow_drop)
|
||||
if ( BOTTOM_BORDER - block_pos.second < shadow_drop )
|
||||
shadow_drop = BOTTOM_BORDER - block_pos.second;
|
||||
// set colider column's position to current block's X position
|
||||
g_shadow_colider->setPos(block_pos.first, TOP_BORDER);
|
||||
auto collisions = scene.getCollisions( *g_shadow_colider, { BRICK_ID } );
|
||||
g_shadow_colider->setPos( block_pos.first, TOP_BORDER );
|
||||
auto collisions =
|
||||
scene.getCollisions( *g_shadow_colider, { BRICK_ID } );
|
||||
auto curY = block_pos.second;
|
||||
for(auto &col : collisions) {
|
||||
for ( auto &col : collisions ) {
|
||||
// if collision with g_cur_object, ignore
|
||||
if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end())
|
||||
if ( std::find( invalid_objects.begin(), invalid_objects.end(),
|
||||
col ) != invalid_objects.end() )
|
||||
continue;
|
||||
auto possible_drop = col->getPos().second - curY;
|
||||
if(possible_drop < shadow_drop && possible_drop >= 0)
|
||||
if ( possible_drop < shadow_drop && possible_drop >= 0 )
|
||||
shadow_drop = possible_drop;
|
||||
}
|
||||
}
|
||||
// we want the shadow to rest on top of the nearest floor
|
||||
shadow_drop -= BLOCK_SIZE;
|
||||
auto shadow_pos = g_cur_shadow->getPos();
|
||||
g_cur_shadow->setPos(shadow_pos.first, shadow_pos.second + shadow_drop);
|
||||
g_cur_shadow->setPos( shadow_pos.first, shadow_pos.second + shadow_drop );
|
||||
}
|
||||
|
||||
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
@ -61,18 +64,18 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
if ( g_ticks_till_fall > 0 ) {
|
||||
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);
|
||||
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;
|
||||
}
|
||||
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);
|
||||
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;
|
||||
@ -80,7 +83,7 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
return;
|
||||
}
|
||||
g_ticks_till_fall = TICKS_TILL_FALL;
|
||||
g_cur_object->movePiece(0, BLOCK_SIZE);
|
||||
g_cur_object->movePiece( 0, BLOCK_SIZE );
|
||||
check_floor:
|
||||
bool fell = false;
|
||||
for ( auto &x : g_cur_object->getObjects() ) {
|
||||
@ -92,18 +95,18 @@ check_floor:
|
||||
}
|
||||
}
|
||||
if ( fell ) {
|
||||
g_cur_object->movePiece(0, -BLOCK_SIZE);
|
||||
g_cur_object->movePiece( 0, -BLOCK_SIZE );
|
||||
for ( auto &block : g_cur_object->getObjects() ) {
|
||||
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
|
||||
g_game_over_scene->updateSizeAndPosition();
|
||||
g_active_scenes.push_back( g_game_over_scene );
|
||||
g_input_functions.push_back(gameOverSceneInput);
|
||||
g_input_functions.push_back( gameOverSceneInput );
|
||||
break;
|
||||
}
|
||||
}
|
||||
g_cur_object.reset();
|
||||
}
|
||||
updateShadow(*scene);
|
||||
updateShadow( *scene );
|
||||
}
|
||||
|
||||
void quitGame() {
|
||||
@ -120,35 +123,38 @@ void resetGame() {
|
||||
g_main_scene->resetScene();
|
||||
g_main_scene->setPrevTicks( SDL_GetTicks() );
|
||||
|
||||
g_active_scenes = {g_main_scene};
|
||||
g_input_functions = {mainSceneInput};
|
||||
for(int i = 0; i < 7; i++)
|
||||
g_active_scenes = { g_main_scene };
|
||||
g_input_functions = { mainSceneInput };
|
||||
for ( int i = 0; i < 7; i++ )
|
||||
g_bag[i] = 28;
|
||||
}
|
||||
|
||||
int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock> block, SDLPP::Scene &scene, int left, int right, int bottom) {
|
||||
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 |= bottom;
|
||||
default:
|
||||
break;
|
||||
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 |= bottom;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
collisions = scene.getCollisions(*block, {BRICK_ID});
|
||||
if(collisions.size() > 1) {
|
||||
for(auto &col : collisions) {
|
||||
if(piece->isLeft(*col))
|
||||
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))
|
||||
else if ( piece->isRight( *col ) )
|
||||
retFlags |= right;
|
||||
else
|
||||
retFlags |= bottom;
|
||||
@ -157,7 +163,8 @@ int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock>
|
||||
return retFlags;
|
||||
}
|
||||
|
||||
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
||||
bool checkRotation( std::shared_ptr< TetrisPiece > piece,
|
||||
SDLPP::Scene &scene ) {
|
||||
int crash = 0;
|
||||
int cur_left = 0x01;
|
||||
int cur_right = 0x02;
|
||||
@ -167,31 +174,33 @@ bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
|
||||
int counter = 0;
|
||||
do {
|
||||
counter++;
|
||||
if(counter > 5) {
|
||||
if ( counter > 5 ) {
|
||||
piece->revert();
|
||||
return false;
|
||||
}
|
||||
crash = 0;
|
||||
for(auto &block : piece->getObjects()) {
|
||||
crash |= crashFlags(piece, block, scene, cur_left, cur_right, bottom);
|
||||
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)) {
|
||||
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 &= ~( 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);
|
||||
if ( crash & cur_right ) {
|
||||
piece->movePiece( -BLOCK_SIZE, 0 );
|
||||
crash &= ~cur_right;
|
||||
crash |= was_right;
|
||||
}
|
||||
} while(crash);
|
||||
} while ( crash );
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -200,10 +209,11 @@ 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 );
|
||||
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->addCollision( SDLPP::RectColider( 0.1, 0.1, 0.8, 0.8 ) );
|
||||
ret->setId( BRICK_ID );
|
||||
ret->centerX();
|
||||
scene->addObject( ret );
|
||||
@ -381,38 +391,41 @@ tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
}
|
||||
|
||||
void updateColors() {
|
||||
for(auto &x : g_main_scene->getObjects({BRICK_ID, SHADOW_ID})) {
|
||||
x->specialAction(PIECE_ACTION_UPDATE_COLOR);
|
||||
for ( auto &x : g_main_scene->getObjects( { BRICK_ID, SHADOW_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( { 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( { 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( { 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( { 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);
|
||||
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"]);
|
||||
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_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_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"]);
|
||||
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"] );
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,15 +1,15 @@
|
||||
#ifndef TETRIS_FUNCTIONS_H
|
||||
#define TETRIS_FUNCTIONS_H
|
||||
|
||||
#include "../sdlpp.hpp"
|
||||
#include "../sdlpp/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);
|
||||
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 );
|
||||
bool checkRotation( std::shared_ptr< TetrisPiece > piece, SDLPP::Scene &scene );
|
||||
|
||||
std::shared_ptr< TetrisPiece >
|
||||
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
|
@ -36,8 +36,11 @@ 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::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 > ) >
|
||||
@ -46,4 +49,4 @@ std::vector< std::shared_ptr< TetrisPiece > ( * )(
|
||||
tetrisLine, tetrisLLeft, tetrisZLeft,
|
||||
};
|
||||
|
||||
std::shared_ptr<SDLPP::Font> g_font{};
|
||||
std::shared_ptr< SDLPP::Font > g_font{};
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifndef TETRIS_GLOBAL_VARS_H
|
||||
#define TETRIS_GLOBAL_VARS_H
|
||||
|
||||
#include "../sdlpp.hpp"
|
||||
#include "../sdlpp/sdlpp.hpp"
|
||||
#include "custom_classes.hpp"
|
||||
|
||||
#include <functional>
|
||||
@ -14,8 +14,10 @@ extern int g_menu_select;
|
||||
extern int g_game_over_select;
|
||||
extern int g_options_select;
|
||||
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::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;
|
||||
@ -40,13 +42,16 @@ 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::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;
|
||||
extern std::shared_ptr< SDLPP::Font > g_font;
|
||||
|
||||
#endif
|
||||
|
@ -20,11 +20,13 @@ constexpr uint64_t OPTIONS_MENU_SAVE = 3;
|
||||
|
||||
// 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 );
|
||||
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);
|
||||
bg->setId( BACKGROUND_ID );
|
||||
scene.addObject( bg );
|
||||
|
||||
// create coliders for counting blocks in line
|
||||
@ -33,7 +35,7 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
|
||||
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->addCollision( SDLPP::RectColider( 0.01, 0.1, 0.98, 0.8 ) );
|
||||
colider->setId( COLIDER_ID );
|
||||
colider->setStatic();
|
||||
colider->centerX();
|
||||
@ -44,35 +46,39 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
|
||||
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"] );
|
||||
auto line = std::make_shared< SDLPP::LineRenderer >(
|
||||
LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
|
||||
line->setStatic();
|
||||
line->centerX();
|
||||
line->setId(LINE_ID);
|
||||
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"] );
|
||||
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);
|
||||
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_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"],
|
||||
true );
|
||||
left_barrier->centerX();
|
||||
left_barrier->setStatic();
|
||||
left_barrier->setId(BARRIER_ID);
|
||||
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);
|
||||
right_barrier->setId( BARRIER_ID );
|
||||
scene.addObject( right_barrier );
|
||||
|
||||
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
|
||||
@ -80,27 +86,29 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
|
||||
0.02, r, colors["barrier"], true );
|
||||
bottom_barrier->centerX();
|
||||
bottom_barrier->setStatic();
|
||||
bottom_barrier->setId(BARRIER_ID);
|
||||
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 );
|
||||
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", colors["text"],
|
||||
colors["text_out"], 5 );
|
||||
tetris->centerX();
|
||||
tetris->setStatic();
|
||||
tetris->setId(TEXT_ID);
|
||||
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 );
|
||||
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);
|
||||
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 );
|
||||
auto gameover_collision = SDLPP::RectColider( -1, 0, -1, 0.9 );
|
||||
gameover_collision.setInfinite();
|
||||
gameover->addCollision( gameover_collision );
|
||||
gameover->setId( GAME_OVER );
|
||||
@ -109,50 +117,55 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
|
||||
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 );
|
||||
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);
|
||||
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 );
|
||||
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);
|
||||
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);
|
||||
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->addCollision( SDLPP::RectColider( 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 = 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);
|
||||
border->addCollision( SDLPP::RectColider( 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);
|
||||
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);
|
||||
floor->addCollision( SDLPP::RectColider( 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);
|
||||
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 );
|
||||
@ -165,34 +178,37 @@ void addMenuSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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 );
|
||||
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 );
|
||||
@ -206,21 +222,23 @@ void addGameOverSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Rendere
|
||||
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);
|
||||
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);
|
||||
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 );
|
||||
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 );
|
||||
@ -231,56 +249,68 @@ void addOptionsSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer
|
||||
scene.addObject( y );
|
||||
auto color_scheme =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.35, 0.3, 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->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);
|
||||
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, 0.4, 0.2, 0.09, r );
|
||||
shadow->setText( *font, "Show shadow: YES", colors["text"], colors["text_out"], 5 );
|
||||
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);
|
||||
shadow->setId( MENU_ITEM_ID );
|
||||
g_options_options.push_back( shadow );
|
||||
scene.addObject( shadow );
|
||||
auto show3d =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.09, r );
|
||||
show3d->setText( *font, "Show block texture: NO", colors["text"], colors["text_out"], 5 );
|
||||
show3d->setText( *font, "Show block texture: NO", colors["text"],
|
||||
colors["text_out"], 5 );
|
||||
show3d->centerX();
|
||||
show3d->setId(MENU_ITEM_ID);
|
||||
g_options_options.push_back(show3d);
|
||||
scene.addObject(show3d);
|
||||
show3d->setId( MENU_ITEM_ID );
|
||||
g_options_options.push_back( show3d );
|
||||
scene.addObject( show3d );
|
||||
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);
|
||||
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) {
|
||||
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) {
|
||||
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);
|
||||
addMenuSceneItems( *scene, renderer, font );
|
||||
return scene;
|
||||
}
|
||||
|
||||
std::shared_ptr<SDLPP::Scene> prepareGameOverScene(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 ) {
|
||||
auto scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addGameOverSceneItems(*scene, renderer, font);
|
||||
addGameOverSceneItems( *scene, renderer, font );
|
||||
return scene;
|
||||
}
|
||||
|
||||
std::shared_ptr<SDLPP::Scene> prepareOptionsScene(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 ) {
|
||||
auto scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addOptionsSceneItems(*scene, renderer, font);
|
||||
addOptionsSceneItems( *scene, renderer, font );
|
||||
return scene;
|
||||
}
|
||||
|
||||
@ -291,57 +321,57 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
case SDLK_ESCAPE:
|
||||
g_menu_scene->updateSizeAndPosition();
|
||||
g_active_scenes.push_back( g_menu_scene );
|
||||
g_input_functions.push_back(menuSceneInput);
|
||||
g_input_functions.push_back( menuSceneInput );
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
if(!g_cur_object)
|
||||
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);
|
||||
g_cur_object->movePiece( -BLOCK_SIZE, 0 );
|
||||
if ( !validPos( scene, g_cur_object ) )
|
||||
g_cur_object->movePiece( BLOCK_SIZE, 0 );
|
||||
else
|
||||
updateShadow(scene);
|
||||
updateShadow( scene );
|
||||
|
||||
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
|
||||
g_ticks_till_movement = 2 * TICKS_TILL_MOVE;
|
||||
g_cur_object->startMovement();
|
||||
g_cur_object->addMovement(-1,0);
|
||||
g_cur_object->addMovement( -1, 0 );
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
if(!g_cur_object)
|
||||
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);
|
||||
g_cur_object->movePiece( BLOCK_SIZE, 0 );
|
||||
if ( !validPos( scene, g_cur_object ) )
|
||||
g_cur_object->movePiece( -BLOCK_SIZE, 0 );
|
||||
else
|
||||
updateShadow(scene);
|
||||
updateShadow( scene );
|
||||
|
||||
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
|
||||
g_ticks_till_movement = 2 * TICKS_TILL_MOVE;
|
||||
g_cur_object->startMovement();
|
||||
g_cur_object->addMovement(1,0);
|
||||
g_cur_object->addMovement( 1, 0 );
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
if(!g_cur_object)
|
||||
if ( !g_cur_object )
|
||||
break;
|
||||
g_ticks_till_descend = 0;
|
||||
g_cur_object->startDescend();
|
||||
g_cur_object->addMovement(0,1);
|
||||
g_cur_object->addMovement( 0, 1 );
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
if(!g_cur_object)
|
||||
if ( !g_cur_object )
|
||||
break;
|
||||
g_cur_object->rotate();
|
||||
if( checkRotation( g_cur_object, scene ) )
|
||||
if ( checkRotation( g_cur_object, scene ) )
|
||||
g_cur_shadow->rotate();
|
||||
updateShadow(scene);
|
||||
updateShadow( scene );
|
||||
break;
|
||||
case SDLK_SPACE:
|
||||
if(!g_cur_object)
|
||||
if ( !g_cur_object )
|
||||
break;
|
||||
g_cur_object->setPos(g_cur_shadow->getPos());
|
||||
g_cur_object->setPos( g_cur_shadow->getPos() );
|
||||
break;
|
||||
#ifdef DEBUG
|
||||
case SDLK_r:
|
||||
@ -354,39 +384,38 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
switch ( key ) {
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
if ( !g_cur_object )
|
||||
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->isDescending() ) {
|
||||
g_cur_object->stopDescend();
|
||||
g_cur_object->addMovement( 0, -1 );
|
||||
}
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
if ( !g_cur_object )
|
||||
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);
|
||||
}
|
||||
default:
|
||||
if ( g_cur_object->isMoving() ) {
|
||||
g_cur_object->stopMovement();
|
||||
g_cur_object->addMovement( 1, 0 );
|
||||
}
|
||||
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 );
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void pollEventsMain( SDLPP::Scene &scene ) {
|
||||
SDL_Event event;
|
||||
while ( SDLPP::getSDLEvent( event ) ) {
|
||||
@ -403,7 +432,7 @@ void pollEventsMain( SDLPP::Scene &scene ) {
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
for(auto &x : g_active_scenes)
|
||||
for ( auto &x : g_active_scenes )
|
||||
x->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
@ -412,7 +441,9 @@ void pollEventsMain( SDLPP::Scene &scene ) {
|
||||
}
|
||||
}
|
||||
|
||||
void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders ) {
|
||||
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 ) {
|
||||
@ -428,7 +459,7 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
|
||||
col->destroy();
|
||||
}
|
||||
auto colider_y = colider->getPos().second;
|
||||
for ( auto &elem : scene->getObjects({BRICK_ID}) ) {
|
||||
for ( auto &elem : scene->getObjects( { BRICK_ID } ) ) {
|
||||
auto pos = elem->getPos();
|
||||
if ( pos.second < colider_y && pos.first <= RIGHT_BORDER ) {
|
||||
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
|
||||
@ -442,22 +473,22 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
|
||||
collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
}
|
||||
}
|
||||
if(lines > 0) {
|
||||
if ( lines > 0 ) {
|
||||
g_update_score = true;
|
||||
switch(lines) {
|
||||
case 1:
|
||||
g_score += 40;
|
||||
break;
|
||||
case 2:
|
||||
g_score += 100;
|
||||
break;
|
||||
case 3:
|
||||
g_score += 300;
|
||||
break;
|
||||
case 4:
|
||||
g_score += 1200;
|
||||
default:
|
||||
break;
|
||||
switch ( lines ) {
|
||||
case 1:
|
||||
g_score += 40;
|
||||
break;
|
||||
case 2:
|
||||
g_score += 100;
|
||||
break;
|
||||
case 3:
|
||||
g_score += 300;
|
||||
break;
|
||||
case 4:
|
||||
g_score += 1200;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
g_checked_line = true;
|
||||
@ -480,9 +511,10 @@ void handleKeyDownMenu( SDL_Keycode key ) {
|
||||
case SDLK_DOWN:
|
||||
g_menu_options[g_menu_select]->unsetColor();
|
||||
g_menu_select++;
|
||||
if ( static_cast<size_t>(g_menu_select) >= g_menu_options.size() )
|
||||
if ( static_cast< size_t >( g_menu_select ) >= g_menu_options.size() )
|
||||
g_menu_select = 0;
|
||||
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
|
||||
g_menu_options[g_menu_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
@ -490,7 +522,8 @@ void handleKeyDownMenu( SDL_Keycode key ) {
|
||||
g_menu_select--;
|
||||
if ( g_menu_select < 0 )
|
||||
g_menu_select = g_menu_options.size() - 1;
|
||||
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
|
||||
g_menu_options[g_menu_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch ( g_menu_select ) {
|
||||
@ -501,12 +534,12 @@ void handleKeyDownMenu( SDL_Keycode key ) {
|
||||
} break;
|
||||
case MAIN_MENU_OPTIONS:
|
||||
g_options_scene->updateSizeAndPosition();
|
||||
g_active_scenes.push_back(g_options_scene);
|
||||
g_input_functions.push_back(optionsSceneInput);
|
||||
g_active_scenes.push_back( g_options_scene );
|
||||
g_input_functions.push_back( optionsSceneInput );
|
||||
break;
|
||||
case MAIN_MENU_RESTART:
|
||||
resetGame();
|
||||
break;
|
||||
break;
|
||||
case MAIN_MENU_QUIT:
|
||||
quitGame();
|
||||
default:
|
||||
@ -530,7 +563,7 @@ void pollEventsMenu() {
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
for(auto &x : g_active_scenes)
|
||||
for ( auto &x : g_active_scenes )
|
||||
x->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
@ -539,7 +572,9 @@ void pollEventsMenu() {
|
||||
}
|
||||
}
|
||||
|
||||
void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
|
||||
void menuSceneInput(
|
||||
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
|
||||
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
|
||||
pollEventsMenu();
|
||||
}
|
||||
|
||||
@ -555,9 +590,11 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
|
||||
case SDLK_DOWN:
|
||||
g_game_over_options[g_game_over_select]->unsetColor();
|
||||
g_game_over_select++;
|
||||
if ( static_cast<size_t>(g_game_over_select) >= g_game_over_options.size() )
|
||||
if ( static_cast< size_t >( g_game_over_select ) >=
|
||||
g_game_over_options.size() )
|
||||
g_game_over_select = 0;
|
||||
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
|
||||
g_game_over_options[g_game_over_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
@ -565,13 +602,14 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
|
||||
g_game_over_select--;
|
||||
if ( g_game_over_select < 0 )
|
||||
g_game_over_select = g_game_over_options.size() - 1;
|
||||
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
|
||||
g_game_over_options[g_game_over_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch ( g_game_over_select ) {
|
||||
case GAME_OVER_RESTART:
|
||||
resetGame();
|
||||
break;
|
||||
break;
|
||||
case GAME_OVER_QUIT:
|
||||
quitGame();
|
||||
default:
|
||||
@ -595,7 +633,7 @@ void pollEventsGameOver() {
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
for(auto &x : g_active_scenes)
|
||||
for ( auto &x : g_active_scenes )
|
||||
x->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
@ -604,14 +642,16 @@ void pollEventsGameOver() {
|
||||
}
|
||||
}
|
||||
|
||||
void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
|
||||
void gameOverSceneInput(
|
||||
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
|
||||
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
|
||||
pollEventsGameOver();
|
||||
}
|
||||
|
||||
void saveOptions() {
|
||||
g_update_colors = true;
|
||||
if(g_cur_shadow)
|
||||
g_cur_shadow->setHidden(!g_show_shadow);
|
||||
if ( g_cur_shadow )
|
||||
g_cur_shadow->setHidden( !g_show_shadow );
|
||||
g_main_scene->setPrevTicks( SDL_GetTicks() );
|
||||
}
|
||||
|
||||
@ -627,9 +667,11 @@ void handleKeyDownOptions( SDL_Keycode key ) {
|
||||
case SDLK_DOWN:
|
||||
g_options_options[g_options_select]->unsetColor();
|
||||
g_options_select++;
|
||||
if ( static_cast<size_t>(g_options_select) >= g_options_options.size() )
|
||||
if ( static_cast< size_t >( g_options_select ) >=
|
||||
g_options_options.size() )
|
||||
g_options_select = 0;
|
||||
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
|
||||
g_options_options[g_options_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
@ -637,26 +679,37 @@ void handleKeyDownOptions( SDL_Keycode key ) {
|
||||
g_options_select--;
|
||||
if ( g_options_select < 0 )
|
||||
g_options_select = g_options_options.size() - 1;
|
||||
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
|
||||
g_options_options[g_options_select]->setColor(
|
||||
colors["menu_item_background"] );
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
switch( g_options_select ) {
|
||||
switch ( g_options_select ) {
|
||||
case OPTIONS_MENU_COLOR_SCHEME:
|
||||
selected_color_scheme++;
|
||||
if(static_cast<size_t>(selected_color_scheme) >= color_schemes_names.size())
|
||||
if ( static_cast< size_t >( selected_color_scheme ) >=
|
||||
color_schemes_names.size() )
|
||||
selected_color_scheme = 0;
|
||||
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_COLOR_SCHEME] )
|
||||
->changeText( "Color scheme: " +
|
||||
color_schemes_names[selected_color_scheme] );
|
||||
g_update_colors = true;
|
||||
break;
|
||||
case OPTIONS_MENU_SHADOW:
|
||||
g_show_shadow = !g_show_shadow;
|
||||
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_SHADOW] )
|
||||
->changeText( std::string( "Show shadow: " ) +
|
||||
( g_show_shadow ? "YES" : "NO" ) );
|
||||
g_update_colors = true;
|
||||
break;
|
||||
case OPTIONS_MENU_3D:
|
||||
g_show_3d = !g_show_3d;
|
||||
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_3D] )
|
||||
->changeText( std::string( "Show block texture: " ) +
|
||||
( g_show_3d ? "YES" : "NO" ) );
|
||||
g_update_colors = true;
|
||||
default:
|
||||
break;
|
||||
@ -664,22 +717,31 @@ void handleKeyDownOptions( SDL_Keycode key ) {
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
switch( g_options_select ) {
|
||||
switch ( g_options_select ) {
|
||||
case OPTIONS_MENU_COLOR_SCHEME:
|
||||
if(selected_color_scheme == 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[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_COLOR_SCHEME] )
|
||||
->changeText( "Color scheme: " +
|
||||
color_schemes_names[selected_color_scheme] );
|
||||
g_update_colors = true;
|
||||
break;
|
||||
case OPTIONS_MENU_SHADOW:
|
||||
g_show_shadow = !g_show_shadow;
|
||||
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_SHADOW] )
|
||||
->changeText( std::string( "Show shadow: " ) +
|
||||
( g_show_shadow ? "YES" : "NO" ) );
|
||||
g_update_colors = true;
|
||||
break;
|
||||
case OPTIONS_MENU_3D:
|
||||
g_show_3d = !g_show_3d;
|
||||
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
|
||||
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_options_options[OPTIONS_MENU_3D] )
|
||||
->changeText( std::string( "Show block texture: " ) +
|
||||
( g_show_3d ? "YES" : "NO" ) );
|
||||
g_update_colors = true;
|
||||
default:
|
||||
break;
|
||||
@ -718,7 +780,7 @@ void pollEventsOptions() {
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
for(auto &x : g_active_scenes)
|
||||
for ( auto &x : g_active_scenes )
|
||||
x->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
@ -727,6 +789,8 @@ void pollEventsOptions() {
|
||||
}
|
||||
}
|
||||
|
||||
void optionsSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
|
||||
void optionsSceneInput(
|
||||
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
|
||||
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
|
||||
pollEventsOptions();
|
||||
}
|
||||
|
@ -1,16 +1,32 @@
|
||||
#ifndef TETRIS_MAIN_SCENE
|
||||
#define TETRIS_MAIN_SCENE
|
||||
|
||||
#include "../sdlpp.hpp"
|
||||
#include "../sdlpp/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);
|
||||
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 );
|
||||
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
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../sdlpp.hpp"
|
||||
#include "../sdlpp/sdlpp.hpp"
|
||||
#include "config.hpp"
|
||||
#include "custom_classes.hpp"
|
||||
#include "scenes.hpp"
|
||||
@ -18,8 +18,9 @@
|
||||
|
||||
std::vector< std::shared_ptr< SDLPP::RenderObject > > line_coliders{};
|
||||
|
||||
void updateScore(std::shared_ptr<SDLPP::Font> font) {
|
||||
g_score_texture->setText( *font, std::to_string( g_score ), colors["text"], colors["text_out"], 5 );
|
||||
void updateScore( std::shared_ptr< SDLPP::Font > font ) {
|
||||
g_score_texture->setText( *font, std::to_string( g_score ), colors["text"],
|
||||
colors["text_out"], 5 );
|
||||
}
|
||||
|
||||
void doInput() {
|
||||
@ -30,43 +31,47 @@ void doInput() {
|
||||
while ( !g_quit ) {
|
||||
base = SDL_GetTicks();
|
||||
SDL_framerateDelay( &gFPS );
|
||||
g_input_functions.back()(g_main_scene, base, line_coliders);
|
||||
g_input_functions.back()( g_main_scene, base, line_coliders );
|
||||
}
|
||||
}
|
||||
|
||||
void prepareShadowColider(std::shared_ptr<SDLPP::Renderer> r) {
|
||||
g_shadow_colider = std::make_shared< SDLPP::RectangleRender >( 0, TOP_BORDER, BLOCK_SIZE, BOTTOM_BORDER - TOP_BORDER, r );
|
||||
g_shadow_colider->addCollision(SDLPP::Rect( 0.1, 0.01, 0.8, 0.98 ));
|
||||
void prepareShadowColider( std::shared_ptr< SDLPP::Renderer > r ) {
|
||||
g_shadow_colider = std::make_shared< SDLPP::RectangleRender >(
|
||||
0, TOP_BORDER, BLOCK_SIZE, BOTTOM_BORDER - TOP_BORDER, r );
|
||||
g_shadow_colider->addCollision(
|
||||
SDLPP::RectColider( 0.1, 0.01, 0.8, 0.98 ) );
|
||||
g_shadow_colider->setId( COLIDER_ID );
|
||||
g_shadow_colider->setStatic();
|
||||
g_shadow_colider->centerX();
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR szCmdLine, int nCmdShow) {
|
||||
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||
PWSTR szCmdLine, int nCmdShow ) {
|
||||
#else
|
||||
int main() {
|
||||
#endif
|
||||
SDLPP::init();
|
||||
SDLPP::Window w( "Tetris clone!" );
|
||||
w.setResizable(true);
|
||||
w.setResizable( true );
|
||||
|
||||
auto renderer = std::make_shared< SDLPP::Renderer >( w );
|
||||
g_active_renderer = renderer;
|
||||
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
|
||||
prepareShadowColider(renderer);
|
||||
prepareShadowColider( renderer );
|
||||
|
||||
g_font = std::make_shared< SDLPP::Font >( "testfont.ttf", 36 );
|
||||
|
||||
g_main_scene = prepareMainScene(renderer, g_font);
|
||||
line_coliders = g_main_scene->getObjects( {COLIDER_ID} );
|
||||
g_score_texture = std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_main_scene->getObjects( {SCORE_TEXTURE_ID} )[0]);
|
||||
g_main_scene = prepareMainScene( renderer, g_font );
|
||||
line_coliders = g_main_scene->getObjects( { COLIDER_ID } );
|
||||
g_score_texture = std::dynamic_pointer_cast< SDLPP::TextRenderer >(
|
||||
g_main_scene->getObjects( { SCORE_TEXTURE_ID } )[0] );
|
||||
g_active_scenes.push_back( g_main_scene );
|
||||
g_main_scene->saveScene();
|
||||
|
||||
g_menu_scene = prepareMenuScene(renderer, g_font);
|
||||
g_game_over_scene = prepareGameOverScene(renderer, g_font);
|
||||
g_options_scene = prepareOptionsScene(renderer, g_font);
|
||||
g_menu_scene = prepareMenuScene( renderer, g_font );
|
||||
g_game_over_scene = prepareGameOverScene( renderer, g_font );
|
||||
g_options_scene = prepareOptionsScene( renderer, g_font );
|
||||
|
||||
auto base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
@ -82,7 +87,7 @@ int main() {
|
||||
g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, g_main_scene );
|
||||
g_next_object->setPos( 0.9, 0.5 );
|
||||
g_input_functions.push_back(mainSceneInput);
|
||||
g_input_functions.push_back( mainSceneInput );
|
||||
|
||||
while ( !g_quit ) {
|
||||
SDL_PumpEvents();
|
||||
@ -90,8 +95,9 @@ int main() {
|
||||
if ( !g_cur_object && g_checked_line ) {
|
||||
std::lock_guard< std::mutex > guard( g_movement_mutex );
|
||||
if ( !g_next_object ) {
|
||||
g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
g_main_scene->getRendererShared(), g_main_scene );
|
||||
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 );
|
||||
}
|
||||
|
||||
@ -99,11 +105,11 @@ int main() {
|
||||
g_cur_object->setPos( 0.5, TOP_BORDER - BLOCK_SIZE );
|
||||
g_cur_shadow = g_cur_object->copySelf();
|
||||
g_cur_shadow->turnIntoShadow();
|
||||
for(auto &piece : g_cur_shadow->getObjects()) {
|
||||
for ( auto &piece : g_cur_shadow->getObjects() ) {
|
||||
// make it so shadow gets covered by g_cur_object
|
||||
g_main_scene->moveZ(piece, -4);
|
||||
g_main_scene->moveZ( piece, -4 );
|
||||
}
|
||||
updateShadow(*g_main_scene);
|
||||
updateShadow( *g_main_scene );
|
||||
|
||||
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
|
||||
int retries = 0;
|
||||
@ -114,17 +120,18 @@ int main() {
|
||||
if ( retries == 7 ) {
|
||||
g_game_over_scene->updateSizeAndPosition();
|
||||
g_active_scenes.push_back( g_game_over_scene );
|
||||
g_input_functions.push_back(gameOverSceneInput);
|
||||
g_input_functions.push_back( gameOverSceneInput );
|
||||
break;
|
||||
}
|
||||
}
|
||||
g_next_object.reset();
|
||||
g_next_object = g_tetrisFunctions[rand_index]( renderer, g_main_scene );
|
||||
g_next_object =
|
||||
g_tetrisFunctions[rand_index]( renderer, g_main_scene );
|
||||
g_next_object->setPos( 0.9, 0.5 );
|
||||
g_checked_line = false;
|
||||
}
|
||||
if ( g_update_score ) {
|
||||
updateScore(g_font);
|
||||
updateScore( g_font );
|
||||
g_update_score = false;
|
||||
}
|
||||
if ( g_update_colors ) {
|
||||
@ -133,8 +140,8 @@ int main() {
|
||||
}
|
||||
|
||||
renderer->clearRenderer();
|
||||
for(auto &x : g_active_scenes) {
|
||||
x->renderScene(false);
|
||||
for ( auto &x : g_active_scenes ) {
|
||||
x->renderScene( false );
|
||||
}
|
||||
renderer->presentRenderer();
|
||||
g_wait_for_anim = false;
|
||||
|
Loading…
Reference in New Issue
Block a user