TETRIS: Code cleanup

This commit is contained in:
zvon 2020-09-13 14:14:39 +02:00
parent 896b5d131f
commit 96c54454f7
6 changed files with 66 additions and 45 deletions

View File

@ -1,5 +1,5 @@
CXX ?= g++
CFLAGS ?= -O2 -Wall -Wextra -g
CFLAGS ?= -O2 -Wall -Wextra
PREFIX ?= /usr/local/bin
LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread

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@ -5,15 +5,12 @@
#include <thread>
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
auto ret = true;
for ( auto &x : piece->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
if ( collisions.size() > 1 ) {
ret = false;
break;
if ( collisions.size() > 1 )
return false;
}
}
return ret;
return true;
}
void updateShadow(SDLPP::Scene &scene) {
@ -22,47 +19,46 @@ void updateShadow(SDLPP::Scene &scene) {
g_cur_shadow.reset();
return;
}
if(!g_cur_shadow)
return;
g_cur_shadow->setPos(g_cur_object->getPos());
double shadow_drop = BOTTOM_BORDER;
auto &invalid_objects = g_cur_object->getObjects();
for( auto &x : g_cur_shadow->getObjects() ) {
if(BOTTOM_BORDER - x->getPos().second < shadow_drop)
shadow_drop = BOTTOM_BORDER - x->getPos().second;
g_shadow_colider->setPos(x->getPos().first, TOP_BORDER);
auto block_pos = x->getPos();
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 } );
auto curY = x->getPos().second;
auto curY = block_pos.second;
for(auto &col : collisions) {
auto colY = col->getPos().second;
// if collision with g_cur_object, ignore
if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end())
continue;
auto possible_drop = colY - curY;
auto possible_drop = col->getPos().second - curY;
if(possible_drop < shadow_drop && possible_drop >= 0)
shadow_drop = colY - curY;
shadow_drop = possible_drop;
}
}
// we want the shadow to rest on top of the nearest floor
shadow_drop -= BLOCK_SIZE;
g_cur_shadow->setPos(g_cur_shadow->getPos().first, g_cur_shadow->getPos().second + shadow_drop);
auto shadow_pos = g_cur_shadow->getPos();
g_cur_shadow->setPos(shadow_pos.first, shadow_pos.second + shadow_drop);
}
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
if ( !g_cur_object )
return;
// get movement generated by player
auto movement = g_cur_object->getMovement();
g_ticks_till_fall -= ticks;
if ( g_cur_object->isDescending() )
g_ticks_till_descend -= ticks;
if ( g_cur_object->isMoving() )
g_ticks_till_movement -= ticks;
if ( g_ticks_till_fall > 0 ) {
if ( g_cur_object->isDescending() && g_ticks_till_descend <= 0 ) {
g_ticks_till_descend = TICKS_TILL_DESCEND;
g_cur_object->movePiece(0, movement.second * BLOCK_SIZE);
if(!validPos(*scene, g_cur_object)) {
g_cur_object->movePiece(0, movement.second * -BLOCK_SIZE);
return;
} else
goto check_floor;
}
if ( g_cur_object->isMoving() && g_ticks_till_movement <= 0 ) {
g_ticks_till_movement = TICKS_TILL_MOVE;
g_cur_object->movePiece(movement.first * BLOCK_SIZE, 0);
@ -72,6 +68,15 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
} 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);
return;
} else
goto check_floor;
}
return;
}
g_ticks_till_fall = TICKS_TILL_FALL;
@ -80,6 +85,7 @@ check_floor:
bool fell = false;
for ( auto &x : g_cur_object->getObjects() ) {
auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } );
// we get 1 collision every time with ourselves
if ( collisions.size() > 1 ) {
fell = true;
break;
@ -89,7 +95,6 @@ check_floor:
g_cur_object->movePiece(0, -BLOCK_SIZE);
for ( auto &block : g_cur_object->getObjects() ) {
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
g_pause = PAUSE_GAME_OVER;
g_game_over_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_game_over_scene );
g_input_functions.push_back(gameOverSceneInput);
@ -107,7 +112,6 @@ void quitGame() {
}
void resetGame() {
g_pause = 0;
g_cur_object.reset();
g_checked_line = true;
g_next_object.reset();
@ -116,12 +120,15 @@ void resetGame() {
g_main_scene->resetScene();
g_main_scene->setPrevTicks( SDL_GetTicks() );
// TODO maybe move to main thread
g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
g_main_scene->getRendererShared(), g_main_scene );
g_next_object->setPos( 0.9, 0.5 );
g_active_scenes.push_back( g_main_scene );
g_active_scenes = {g_main_scene};
g_input_functions = {mainSceneInput};
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) {
@ -136,7 +143,7 @@ int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock>
retFlags |= right;
break;
case FLOOR_ID:
retFlags |= right;
retFlags |= bottom;
default:
break;
}

View File

@ -5,7 +5,6 @@
int g_ticks_till_fall = TICKS_TILL_FALL;
int g_ticks_till_descend = TICKS_TILL_DESCEND;
int g_ticks_till_movement = TICKS_TILL_MOVE;
int g_pause = 0;
int g_menu_select = 0;
int g_menu_max = 3;

View File

@ -9,7 +9,6 @@
extern int g_ticks_till_fall;
extern int g_ticks_till_descend;
extern int g_ticks_till_movement;
extern int g_pause;
extern int g_menu_select;
extern int g_menu_max;

View File

@ -269,7 +269,6 @@ std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Rendere
void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
g_pause = PAUSE_PAUSE;
g_menu_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_menu_scene );
g_input_functions.push_back(menuSceneInput);
@ -281,6 +280,7 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
g_cur_object->movePiece(-BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(BLOCK_SIZE, 0);
else
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
@ -294,6 +294,7 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
g_cur_object->movePiece(BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(-BLOCK_SIZE, 0);
else
updateShadow(scene);
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
@ -304,6 +305,7 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
case SDLK_s:
if(!g_cur_object)
break;
g_ticks_till_descend = 0;
g_cur_object->startDescend();
g_cur_object->addMovement(0,1);
break;
@ -321,9 +323,11 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
break;
g_cur_object->setPos(g_cur_shadow->getPos());
break;
#ifdef DEBUG
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
#endif
default:
break;
}
@ -338,7 +342,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
if(g_cur_object->isDescending()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(0,-1);
g_ticks_till_descend = TICKS_TILL_DESCEND;
}
break;
case SDLK_LEFT:
@ -348,8 +351,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
if(g_cur_object->isMoving()) {
g_cur_object->stopMovement();
g_cur_object->addMovement(1,0);
if(g_cur_object->isMoving())
g_ticks_till_movement = TICKS_TILL_MOVE;
}
break;
case SDLK_RIGHT:
@ -359,8 +360,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
if(g_cur_object->isMoving()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(-1,0);
if(g_cur_object->isMoving())
g_ticks_till_movement = TICKS_TILL_MOVE;
}
default:
break;
@ -429,15 +428,16 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
void handleKeyDownMenu( SDL_Keycode key ) {
switch ( key ) {
case SDLK_ESCAPE: {
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
#endif
case SDLK_s:
case SDLK_DOWN:
g_menu_options[g_menu_select]->unsetColor();
@ -455,15 +455,14 @@ void handleKeyDownMenu( SDL_Keycode key ) {
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
// TODO maybe define macros for these
switch ( g_menu_select ) {
case 0: {
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
} break;
case 1:
g_pause = PAUSE_PAUSE;
g_options_scene->updateSizeAndPosition();
g_active_scenes.push_back(g_options_scene);
g_input_functions.push_back(optionsSceneInput);
@ -509,10 +508,12 @@ void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
void handleKeyDownGameOver( SDL_Keycode key ) {
switch ( key ) {
#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
#endif
case SDLK_s:
case SDLK_DOWN:
g_game_over_options[g_game_over_select]->unsetColor();
@ -530,6 +531,7 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
break;
case SDLK_RETURN:
//TODO maybe define macros for these
switch ( g_game_over_select ) {
case 0:
resetGame();
@ -574,18 +576,17 @@ void saveOptions() {
g_update_colors = true;
if(g_cur_shadow)
g_cur_shadow->setHidden(!g_show_shadow);
g_pause = 0;
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes.pop_back();
g_input_functions.pop_back();
}
void handleKeyDownOptions( SDL_Keycode key ) {
switch ( key ) {
#ifdef DEBUG
case SDLK_r:
g_main_scene->getRenderer().setRenderColiders(
!g_main_scene->getRenderer().getRenderColiders() );
break;
#endif
case SDLK_s:
case SDLK_DOWN:
g_options_options[g_options_select]->unsetColor();
@ -604,6 +605,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
break;
case SDLK_RIGHT:
case SDLK_d:
//TODO define macros
switch( g_options_select ) {
case 0:
selected_color_scheme++;
@ -622,6 +624,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
break;
case SDLK_LEFT:
case SDLK_a:
//TODO define macros
switch( g_options_select ) {
case 0:
if(selected_color_scheme == 0)
@ -639,9 +642,12 @@ void handleKeyDownOptions( SDL_Keycode key ) {
}
break;
case SDLK_RETURN:
//TODO define macros
switch ( g_options_select ) {
case 2:
saveOptions();
g_active_scenes.pop_back();
g_input_functions.pop_back();
break;
default:
break;
@ -649,6 +655,8 @@ void handleKeyDownOptions( SDL_Keycode key ) {
break;
case SDLK_ESCAPE:
saveOptions();
g_active_scenes.pop_back();
g_input_functions.pop_back();
default:
break;
}

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@ -89,21 +89,29 @@ int main() {
SDL_framerateDelay( &gFPS );
if ( !g_cur_object && g_checked_line ) {
std::lock_guard< std::mutex > guard( g_movement_mutex );
g_cur_object = g_next_object;
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()) {
// make it so shadow gets covered by g_cur_object
g_main_scene->moveZ(piece, -4);
}
updateShadow(*g_main_scene);
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
int retries = 0;
while ( g_bag[rand_index] < 4 ) {
rand_index = ( rand_index + 1 ) % 7;
retries++;
if ( retries == 7 )
quitGame();
// bag is empty
if ( retries == 7 ) {
g_game_over_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_game_over_scene );
g_input_functions.push_back(gameOverSceneInput);
break;
}
}
g_next_object.reset();
g_next_object = g_tetrisFunctions[rand_index]( renderer, g_main_scene );