Tetris: use new API

This commit is contained in:
zvon 2021-04-29 13:25:55 +02:00
parent b52dee267b
commit 90dc26251b
5 changed files with 37 additions and 37 deletions

View File

@ -10,7 +10,7 @@ OUTPUTFLAG = -Fo
else else
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CXX ?= g++ CXX ?= g++
CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2 -DDEBUG -DFEATURE #-g -fsanitize=address CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2 #-g -fsanitize=address
OBJEXT = o OBJEXT = o
LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread
OUTPUTFLAG = -o OUTPUTFLAG = -o

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@ -279,7 +279,7 @@ std::shared_ptr< TetrisPiece > TetrisPiece::copySelf() {
auto ret = std::make_shared< TetrisPiece >(); auto ret = std::make_shared< TetrisPiece >();
for ( int i = 0; i < 4; i++ ) { for ( int i = 0; i < 4; i++ ) {
auto block = pieces[i]->copyInScene(); auto block = pieces[i]->copyInScene();
block->centerX(); block->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
ret->addBlockInPos( block, pieces_rel_position[i] ); ret->addBlockInPos( block, pieces_rel_position[i] );
} }
if ( !rotate_allowed ) if ( !rotate_allowed )

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@ -37,9 +37,9 @@ void updateShadow( SDLPP::Scene &scene ) {
for ( auto &col : collisions ) { for ( auto &col : collisions ) {
// if collision with g_cur_object, ignore // if collision with g_cur_object, ignore
if ( std::find( invalid_objects.begin(), invalid_objects.end(), if ( std::find( invalid_objects.begin(), invalid_objects.end(),
col ) != invalid_objects.end() ) col.second ) != invalid_objects.end() )
continue; continue;
auto possible_drop = col->getPos().getY() - curY; auto possible_drop = col.second->getPos().getY() - curY;
if ( possible_drop < shadow_drop && possible_drop >= 0 ) if ( possible_drop < shadow_drop && possible_drop >= 0 )
shadow_drop = possible_drop; shadow_drop = possible_drop;
} }
@ -141,7 +141,7 @@ int crashFlags( std::shared_ptr< TetrisPiece > piece,
auto collisions = scene.getCollisions( auto collisions = scene.getCollisions(
*block, { BORDER_LEFT_ID, BORDER_RIGHT_ID, FLOOR_ID } ); *block, { BORDER_LEFT_ID, BORDER_RIGHT_ID, FLOOR_ID } );
for ( auto &col : collisions ) { for ( auto &col : collisions ) {
switch ( col->getId() ) { switch ( col.second->getId() ) {
case BORDER_LEFT_ID: case BORDER_LEFT_ID:
retFlags |= left; retFlags |= left;
break; break;
@ -157,9 +157,9 @@ int crashFlags( std::shared_ptr< TetrisPiece > piece,
collisions = scene.getCollisions( *block, { BRICK_ID } ); collisions = scene.getCollisions( *block, { BRICK_ID } );
if ( collisions.size() > 1 ) { if ( collisions.size() > 1 ) {
for ( auto &col : collisions ) { for ( auto &col : collisions ) {
if ( piece->isLeft( *col ) ) if ( piece->isLeft( *col.second ) )
retFlags |= left; retFlags |= left;
else if ( piece->isRight( *col ) ) else if ( piece->isRight( *col.second ) )
retFlags |= right; retFlags |= right;
else else
retFlags |= bottom; retFlags |= bottom;
@ -220,7 +220,7 @@ createTetrisBlock( double x, double y, const std::string &color,
ret->setOutlineColor( outline ); ret->setOutlineColor( outline );
ret->addCollision( SDLPP::RectColider( 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->setId( BRICK_ID );
ret->centerX(); ret->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene->addObject( ret ); scene->addObject( ret );
return ret; return ret;
} }

View File

@ -30,7 +30,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
#ifdef FEATURE #ifdef FEATURE
auto testcircle = std::make_shared< SDLPP::CircleRender >( auto testcircle = std::make_shared< SDLPP::CircleRender >(
LEFT_BORDER, 0.2, 0.05, r, "#FF00AA", true ); LEFT_BORDER, 0.2, 0.05, r, "#FF00AA", true );
testcircle->centerX(); testcircle->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene.addObject( testcircle ); scene.addObject( testcircle );
#endif #endif
@ -43,7 +43,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
colider->addCollision( SDLPP::RectColider( 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->setId( COLIDER_ID );
colider->setStatic(); colider->setStatic();
colider->centerX(); colider->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene.addObject( colider ); scene.addObject( colider );
} }
@ -54,7 +54,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto line = std::make_shared< SDLPP::LineRenderer >( auto line = std::make_shared< SDLPP::LineRenderer >(
LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] ); LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
line->setStatic(); line->setStatic();
line->centerX(); line->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
line->setId( LINE_ID ); line->setId( LINE_ID );
scene.addObject( line ); scene.addObject( line );
} }
@ -66,7 +66,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r, posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r,
colors["line"] ); colors["line"] );
line->setStatic(); line->setStatic();
line->centerX(); line->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
line->setId( LINE_ID ); line->setId( LINE_ID );
scene.addObject( line ); scene.addObject( line );
} }
@ -74,14 +74,14 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto left_barrier = std::make_shared< SDLPP::RectangleRender >( auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"],
true ); true );
left_barrier->centerX(); left_barrier->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
left_barrier->setStatic(); left_barrier->setStatic();
left_barrier->setId( BARRIER_ID ); left_barrier->setId( BARRIER_ID );
scene.addObject( left_barrier ); scene.addObject( left_barrier );
auto right_barrier = std::make_shared< SDLPP::RectangleRender >( auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true ); RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
right_barrier->centerX(); right_barrier->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
right_barrier->setStatic(); right_barrier->setStatic();
right_barrier->setId( BARRIER_ID ); right_barrier->setId( BARRIER_ID );
scene.addObject( right_barrier ); scene.addObject( right_barrier );
@ -89,14 +89,14 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >( auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04, LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04,
0.02, r, colors["barrier"], true ); 0.02, r, colors["barrier"], true );
bottom_barrier->centerX(); bottom_barrier->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
bottom_barrier->setStatic(); bottom_barrier->setStatic();
bottom_barrier->setId( BARRIER_ID ); bottom_barrier->setId( BARRIER_ID );
scene.addObject( bottom_barrier ); scene.addObject( bottom_barrier );
auto tetris = std::make_shared< SDLPP::TextRenderer >( auto tetris = std::make_shared< SDLPP::TextRenderer >(
0.4, 0, 0.2, 0.1, r, "TETRIS", g_font_config ); 0.4, 0, 0.2, 0.1, r, "TETRIS", g_font_config );
tetris->centerX(); tetris->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
tetris->setStatic(); tetris->setStatic();
tetris->setId( TEXT_ID ); tetris->setId( TEXT_ID );
scene.addObject( tetris ); scene.addObject( tetris );
@ -104,7 +104,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto next = std::make_shared< SDLPP::TextRenderer >( auto next = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, "NEXT", g_font_config, RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, "NEXT", g_font_config,
SDLPP_TEXT_CENTER ); SDLPP_TEXT_CENTER );
next->centerX(); next->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
next->setStatic(); next->setStatic();
next->setId( TEXT_ID ); next->setId( TEXT_ID );
scene.addObject( next ); scene.addObject( next );
@ -123,7 +123,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto score_text = std::make_shared< SDLPP::TextRenderer >( auto score_text = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, "SCORE", g_font_config, RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, "SCORE", g_font_config,
SDLPP_TEXT_CENTER ); SDLPP_TEXT_CENTER );
score_text->centerX(); score_text->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
score_text->setStatic(); score_text->setStatic();
score_text->setId( TEXT_ID ); score_text->setId( TEXT_ID );
scene.addObject( score_text ); scene.addObject( score_text );
@ -131,7 +131,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
auto score_texture = std::make_shared< SDLPP::TextRenderer >( auto score_texture = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, "0", g_font_config, RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, "0", g_font_config,
SDLPP_TEXT_TOP ); SDLPP_TEXT_TOP );
score_texture->centerX(); score_texture->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
score_texture->setStatic(); score_texture->setStatic();
score_texture->setId( SCORE_TEXTURE_ID ); score_texture->setId( SCORE_TEXTURE_ID );
scene.addObject( score_texture ); scene.addObject( score_texture );
@ -140,7 +140,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r ); LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r );
border->setId( BORDER_LEFT_ID ); border->setId( BORDER_LEFT_ID );
border->setStatic(); border->setStatic();
border->centerX(); border->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
border->addCollision( SDLPP::RectColider( 0, 0, 0.99, 1 ) ); border->addCollision( SDLPP::RectColider( 0, 0, 0.99, 1 ) );
border->setColiderColor( "#FF00FF" ); border->setColiderColor( "#FF00FF" );
scene.addObject( border ); scene.addObject( border );
@ -149,7 +149,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
BOTTOM_BORDER, r ); BOTTOM_BORDER, r );
border->setId( BORDER_RIGHT_ID ); border->setId( BORDER_RIGHT_ID );
border->setStatic(); border->setStatic();
border->centerX(); border->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
border->addCollision( SDLPP::RectColider( 0.01, 0, 1, 1 ) ); border->addCollision( SDLPP::RectColider( 0.01, 0, 1, 1 ) );
border->setColiderColor( "#FF00FF" ); border->setColiderColor( "#FF00FF" );
scene.addObject( border ); scene.addObject( border );
@ -158,7 +158,7 @@ void addMainSceneItems( SDLPP::Scene &scene,
LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r ); LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r );
floor->setId( FLOOR_ID ); floor->setId( FLOOR_ID );
floor->setStatic(); floor->setStatic();
floor->centerX(); floor->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
floor->addCollision( SDLPP::RectColider( 0, 0.01, 1, 1 ) ); floor->addCollision( SDLPP::RectColider( 0, 0.01, 1, 1 ) );
floor->setColiderColor( "#00FF00" ); floor->setColiderColor( "#00FF00" );
scene.addObject( floor ); scene.addObject( floor );
@ -174,34 +174,34 @@ void addMenuSceneItems( SDLPP::Scene &scene,
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r ); auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( "PAUSED", g_font_config ); y->setText( "PAUSED", g_font_config );
y->setId( MENU_TEXT_ID ); y->setId( MENU_TEXT_ID );
y->centerX(); y->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene.addObject( y ); scene.addObject( y );
auto resume = auto resume =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.46, 0.2, 0.08, r ); std::make_shared< SDLPP::TextRenderer >( 0.4, 0.46, 0.2, 0.08, r );
resume->setText( "Resume", g_font_config ); resume->setText( "Resume", g_font_config );
resume->setColor( colors["menu_item_background"] ); resume->setColor( colors["menu_item_background"] );
resume->centerX(); resume->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
resume->setId( MENU_ITEM_ID ); resume->setId( MENU_ITEM_ID );
g_menu_options.push_back( resume ); g_menu_options.push_back( resume );
scene.addObject( resume ); scene.addObject( resume );
auto options = auto options =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.56, 0.2, 0.08, r ); std::make_shared< SDLPP::TextRenderer >( 0.4, 0.56, 0.2, 0.08, r );
options->setText( "Options", g_font_config ); options->setText( "Options", g_font_config );
options->centerX(); options->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
options->setId( MENU_ITEM_ID ); options->setId( MENU_ITEM_ID );
g_menu_options.push_back( options ); g_menu_options.push_back( options );
scene.addObject( options ); scene.addObject( options );
auto restart = auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.66, 0.2, 0.08, r ); std::make_shared< SDLPP::TextRenderer >( 0.4, 0.66, 0.2, 0.08, r );
restart->setText( "Restart", g_font_config ); restart->setText( "Restart", g_font_config );
restart->centerX(); restart->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
restart->setId( MENU_ITEM_ID ); restart->setId( MENU_ITEM_ID );
g_menu_options.push_back( restart ); g_menu_options.push_back( restart );
scene.addObject( restart ); scene.addObject( restart );
auto quit = auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.35, 0.76, 0.3, 0.08, r ); std::make_shared< SDLPP::TextRenderer >( 0.35, 0.76, 0.3, 0.08, r );
quit->setText( "Quit Game", g_font_config ); quit->setText( "Quit Game", g_font_config );
quit->centerX(); quit->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
quit->setId( MENU_ITEM_ID ); quit->setId( MENU_ITEM_ID );
g_menu_options.push_back( quit ); g_menu_options.push_back( quit );
scene.addObject( quit ); scene.addObject( quit );
@ -217,12 +217,12 @@ void addGameOverSceneItems( SDLPP::Scene &scene,
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r ); auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( "GAME OVER", g_font_config ); y->setText( "GAME OVER", g_font_config );
y->setId( 0 ); y->setId( 0 );
y->centerX(); y->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene.addObject( y ); scene.addObject( y );
auto restart = auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r ); std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
restart->setText( "Restart", g_font_config ); restart->setText( "Restart", g_font_config );
restart->centerX(); restart->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
restart->setColor( colors["menu_item_background"] ); restart->setColor( colors["menu_item_background"] );
restart->setId( MENU_ITEM_ID ); restart->setId( MENU_ITEM_ID );
g_game_over_options.push_back( restart ); g_game_over_options.push_back( restart );
@ -230,7 +230,7 @@ void addGameOverSceneItems( SDLPP::Scene &scene,
auto quit = auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.35, 0.7, 0.3, 0.1, r ); std::make_shared< SDLPP::TextRenderer >( 0.35, 0.7, 0.3, 0.1, r );
quit->setText( "Quit Game", g_font_config ); quit->setText( "Quit Game", g_font_config );
quit->centerX(); quit->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
quit->setId( MENU_ITEM_ID ); quit->setId( MENU_ITEM_ID );
g_game_over_options.push_back( quit ); g_game_over_options.push_back( quit );
scene.addObject( quit ); scene.addObject( quit );
@ -246,14 +246,14 @@ void addOptionsSceneItems( SDLPP::Scene &scene,
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r ); auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
y->setText( "OPTIONS", g_font_config ); y->setText( "OPTIONS", g_font_config );
y->setId( 0 ); y->setId( 0 );
y->centerX(); y->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene.addObject( y ); scene.addObject( y );
auto color_scheme = auto color_scheme =
std::make_shared< SDLPP::TextRenderer >( 0.18, 0.35, 0.64, 0.09, r ); std::make_shared< SDLPP::TextRenderer >( 0.18, 0.35, 0.64, 0.09, r );
color_scheme->setText( "Color scheme: " + color_scheme->setText( "Color scheme: " +
color_schemes_names[selected_color_scheme], color_schemes_names[selected_color_scheme],
g_font_config ); g_font_config );
color_scheme->centerX(); color_scheme->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
color_scheme->setColor( colors["menu_item_background"] ); color_scheme->setColor( colors["menu_item_background"] );
color_scheme->setId( MENU_ITEM_ID ); color_scheme->setId( MENU_ITEM_ID );
g_options_options.push_back( color_scheme ); g_options_options.push_back( color_scheme );
@ -261,21 +261,21 @@ void addOptionsSceneItems( SDLPP::Scene &scene,
auto shadow = auto shadow =
std::make_shared< SDLPP::TextRenderer >( 0.26, 0.45, 0.48, 0.09, r ); std::make_shared< SDLPP::TextRenderer >( 0.26, 0.45, 0.48, 0.09, r );
shadow->setText( "Show shadow: YES", g_font_config ); shadow->setText( "Show shadow: YES", g_font_config );
shadow->centerX(); shadow->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
shadow->setId( MENU_ITEM_ID ); shadow->setId( MENU_ITEM_ID );
g_options_options.push_back( shadow ); g_options_options.push_back( shadow );
scene.addObject( shadow ); scene.addObject( shadow );
auto show3d = auto show3d =
std::make_shared< SDLPP::TextRenderer >( 0.2, 0.55, 0.6, 0.09, r ); std::make_shared< SDLPP::TextRenderer >( 0.2, 0.55, 0.6, 0.09, r );
show3d->setText( "Show block texture: NO", g_font_config ); show3d->setText( "Show block texture: NO", g_font_config );
show3d->centerX(); show3d->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
show3d->setId( MENU_ITEM_ID ); show3d->setId( MENU_ITEM_ID );
g_options_options.push_back( show3d ); g_options_options.push_back( show3d );
scene.addObject( show3d ); scene.addObject( show3d );
auto save = auto save =
std::make_shared< SDLPP::TextRenderer >( 0.42, 0.65, 0.16, 0.09, r ); std::make_shared< SDLPP::TextRenderer >( 0.42, 0.65, 0.16, 0.09, r );
save->setText( "SAVE", g_font_config ); save->setText( "SAVE", g_font_config );
save->centerX(); save->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
save->setId( MENU_ITEM_ID ); save->setId( MENU_ITEM_ID );
g_options_options.push_back( save ); g_options_options.push_back( save );
scene.addObject( save ); scene.addObject( save );
@ -455,7 +455,7 @@ void mainSceneInput(
while ( collisions.size() == 10 ) { while ( collisions.size() == 10 ) {
lines += 1; lines += 1;
for ( auto &col : collisions ) { for ( auto &col : collisions ) {
col->destroy(); col.second->destroy();
} }
auto colider_y = colider->getPos().getY(); auto colider_y = colider->getPos().getY();
for ( auto &elem : scene->getObjects( { BRICK_ID } ) ) { for ( auto &elem : scene->getObjects( { BRICK_ID } ) ) {

View File

@ -42,7 +42,7 @@ void prepareShadowColider( std::shared_ptr< SDLPP::Renderer > r ) {
SDLPP::RectColider( 0.1, 0.01, 0.8, 0.98 ) ); SDLPP::RectColider( 0.1, 0.01, 0.8, 0.98 ) );
g_shadow_colider->setId( COLIDER_ID ); g_shadow_colider->setId( COLIDER_ID );
g_shadow_colider->setStatic(); g_shadow_colider->setStatic();
g_shadow_colider->centerX(); g_shadow_colider->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
} }
#ifdef _WIN32 #ifdef _WIN32