Some basic formatting
This commit is contained in:
parent
097fab4329
commit
a995ba3b85
491
main.cpp
491
main.cpp
@ -12,24 +12,27 @@
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bool pause = false;
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int pause_select = 0;
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int pause_max = 1;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pause_options;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::shared_ptr<SDLPP::Font> font;
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std::shared_ptr<SDLPP::Scene> active_scene;
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std::shared_ptr<SDLPP::Scene> pause_scene;
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std::shared_ptr< SDLPP::Font > font;
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std::shared_ptr< SDLPP::Scene > active_scene;
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std::shared_ptr< SDLPP::Scene > pause_scene;
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void doInput(std::shared_ptr<SDLPP::Scene> scene);
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void doInput( std::shared_ptr< SDLPP::Scene > scene );
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void doInputPause();
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class Player : public SDLPP::RectangleRender {
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public:
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Player(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r, double _max_gravity = 1.0, uint32_t _max_gravity_time = 1000) : SDLPP::RectangleRender(x,y,w,h,r) {
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Player( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r, double _max_gravity = 1.0,
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uint32_t _max_gravity_time = 1000 )
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: SDLPP::RectangleRender( x, y, w, h, r ) {
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max_gravity = _max_gravity;
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jump_speed = 2.2*max_gravity;
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jump_speed = 2.2 * max_gravity;
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max_gravity_time = _max_gravity_time;
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cur_gravity_time = max_gravity_time;
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}
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void setGravity(bool grav) {
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void setGravity( bool grav ) {
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gravity_enabled = grav;
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}
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void enableGravity() {
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@ -51,30 +54,34 @@ public:
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void jump() {
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jumping = true;
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}
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virtual void custom_move(int ticks) override {
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auto time_portion = (static_cast<double>(ticks)/1000);
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virtual void custom_move( int ticks ) override {
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auto time_portion = ( static_cast< double >( ticks ) / 1000 );
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cur_gravity_time -= ticks;
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auto grav = gravity_enabled * max_gravity * (max_gravity_time - cur_gravity_time)/max_gravity_time;
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if( grav > max_gravity)
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auto grav = gravity_enabled * max_gravity *
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( max_gravity_time - cur_gravity_time ) / max_gravity_time;
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if ( grav > max_gravity )
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grav = max_gravity;
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// percentage of how close we are to maximum velocity of gravity (0 = we've reached max velocity, 1 = we've just started accelerating)
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double division = static_cast<double>(cur_gravity_time)/static_cast<double>(max_gravity_time);
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// percentage of how close we are to maximum velocity of gravity (0 =
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// we've reached max velocity, 1 = we've just started accelerating)
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double division = static_cast< double >( cur_gravity_time ) /
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static_cast< double >( max_gravity_time );
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// current jump speed
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auto jump_ = jumping * jump_speed * division;
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if(division < 0.75 && division >= 0.72) {
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if ( division < 0.75 && division >= 0.72 ) {
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// in this time frame, just hover in same place
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jump_ = jumping * grav;
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} else if(division < 0.72) {
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} else if ( division < 0.72 ) {
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// fall slowly
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jump_ = jumping * jump_speed * division * 0.15;
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if(jump_ > grav)
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if ( jump_ > grav )
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jump_ = grav;
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}
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if(jump_ < 0 || jump_ > jump_speed)
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if ( jump_ < 0 || jump_ > jump_speed )
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jump_ = 0;
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og_y += grav * time_portion;
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og_y -= jump_ * time_portion;
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}
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private:
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double max_gravity = 1.0;
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double jump_speed = 2.0;
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@ -86,21 +93,26 @@ private:
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class Destroyable : public SDLPP::RectangleRender {
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public:
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Destroyable(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r) : SDLPP::RectangleRender(x,y,w,h,r) {}
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Destroyable(double x, double y, double w, double h, std::shared_ptr<SDLPP::Renderer> &r, int destruction_time) : SDLPP::RectangleRender(x,y,w,h,r) {
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Destroyable( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r )
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: SDLPP::RectangleRender( x, y, w, h, r ) {}
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Destroyable( double x, double y, double w, double h,
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std::shared_ptr< SDLPP::Renderer > &r, int destruction_time )
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: SDLPP::RectangleRender( x, y, w, h, r ) {
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destruction_countdown = destruction_time;
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}
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virtual void specialAction(int code) override {
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if(code == DESTROYABLE_DESTROY)
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virtual void specialAction( int code ) override {
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if ( code == DESTROYABLE_DESTROY )
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startDestruction();
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}
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virtual void custom_move(int ticks) override {
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if(destruction) {
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virtual void custom_move( int ticks ) override {
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if ( destruction ) {
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destruction_countdown -= ticks;
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if(destruction_countdown <= 0)
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if ( destruction_countdown <= 0 )
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destroy();
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}
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}
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private:
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void startDestruction() {
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destruction = true;
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@ -109,70 +121,75 @@ private:
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int destruction_countdown = 3000;
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};
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std::shared_ptr<Player> player;
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std::shared_ptr< Player > player;
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bool quit = false;
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void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#ebdbb2FF", true);
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bg->setId(123);
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bg->setPermanent(true);
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scene.addObject(bg);
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std::shared_ptr<Destroyable> stone;
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void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
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"#ebdbb2FF", true );
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bg->setId( 123 );
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bg->setPermanent( true );
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scene.addObject( bg );
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std::shared_ptr< Destroyable > stone;
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double posx = 0;
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while(posx < 3) {
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stone = std::make_shared<Destroyable>(posx,0.5,0.15,0.1,r, 1000);
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stone->addCollision(SDLPP::Rect(0,0,1,1));
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stone->setColor("#222222FF");
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stone->setId(STONE_ID);
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stone->setColiderColor("FF0000");
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scene.addObject(stone);
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while ( posx < 3 ) {
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stone =
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std::make_shared< Destroyable >( posx, 0.5, 0.15, 0.1, r, 1000 );
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stone->addCollision( SDLPP::Rect( 0, 0, 1, 1 ) );
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stone->setColor( "#222222FF" );
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stone->setId( STONE_ID );
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stone->setColiderColor( "FF0000" );
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scene.addObject( stone );
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posx += 0.45;
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}
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auto x = std::make_shared<Player>(0,0,0.2,0.2, r);
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x->addCollision(SDLPP::Rect(0.3,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.65,0.7,0.05,0.31));
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x->addCollision(SDLPP::Rect(0.2,0.3,0.6,0.45));
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x->addCollision(SDLPP::Circle(0.5,0.15,0.3));
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x->setColor("E164B7");
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x->setId(PLAYER_ID);
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x->setColiderColor("00FF00");
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scene.addObject(x);
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auto x = std::make_shared< Player >( 0, 0, 0.2, 0.2, r );
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x->addCollision( SDLPP::Rect( 0.3, 0.7, 0.05, 0.31 ) );
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x->addCollision( SDLPP::Rect( 0.65, 0.7, 0.05, 0.31 ) );
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x->addCollision( SDLPP::Rect( 0.2, 0.3, 0.6, 0.45 ) );
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x->addCollision( SDLPP::Circle( 0.5, 0.15, 0.3 ) );
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x->setColor( "E164B7" );
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x->setId( PLAYER_ID );
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x->setColiderColor( "00FF00" );
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scene.addObject( x );
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player = x;
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auto z = std::make_shared<SDLPP::RectangleRender>(0,2.5,0,0,r);
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auto z_col = SDLPP::Rect(-1,0,-1,-1);
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auto z = std::make_shared< SDLPP::RectangleRender >( 0, 2.5, 0, 0, r );
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auto z_col = SDLPP::Rect( -1, 0, -1, -1 );
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z_col.setInfinite();
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z->addCollision(z_col);
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z->setId(DEATH);
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z->setColiderColor("FF00FF");
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scene.addObject(z);
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auto y = std::make_shared<SDLPP::TextRenderer>(0, 0, 0.2, 0.1, r);
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y->setText(*font, "DEMO", "#FFFFFF", "#000000", 5);
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y->setPermanent(true);
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y->setId(123);
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scene.addObject(y);
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z->addCollision( z_col );
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z->setId( DEATH );
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z->setColiderColor( "FF00FF" );
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scene.addObject( z );
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auto y = std::make_shared< SDLPP::TextRenderer >( 0, 0, 0.2, 0.1, r );
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y->setText( *font, "DEMO", "#FFFFFF", "#000000", 5 );
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y->setPermanent( true );
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y->setId( 123 );
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scene.addObject( y );
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}
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void addPause(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#00000080", true);
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bg->setId(123);
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bg->setPermanent(true);
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scene.addObject(bg);
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auto y = std::make_shared<SDLPP::TextRenderer>(0.25, 0.1, 0.5, 0.3, r);
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y->setText(*font, "PAUSED", "#FFFFFF", "#000000", 5);
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y->setId(0);
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void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
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"#00000080", true );
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bg->setId( 123 );
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bg->setPermanent( true );
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scene.addObject( bg );
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auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
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y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
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y->setId( 0 );
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y->centerX();
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scene.addObject(y);
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auto resume = std::make_shared<SDLPP::TextRenderer>(0.4, 0.5, 0.2, 0.1, r);
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resume->setText(*font, "Resume", "#FFFFFF", "#000000", 5);
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resume->setColor("#FFFFFF40");
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scene.addObject( y );
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auto resume =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
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resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
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resume->setColor( "#FFFFFF40" );
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resume->centerX();
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scene.addObject(resume);
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pause_options.push_back(resume);
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auto quit = std::make_shared<SDLPP::TextRenderer>(0.4, 0.7, 0.2, 0.1, r);
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quit->setText(*font, "Quit Game", "#FFFFFF", "#000000", 5);
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scene.addObject( resume );
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pause_options.push_back( resume );
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auto quit =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
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quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
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quit->centerX();
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scene.addObject(quit);
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pause_options.push_back(quit);
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scene.addObject( quit );
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pause_options.push_back( quit );
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}
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void quitGame() {
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@ -180,232 +197,236 @@ void quitGame() {
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quit = true;
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}
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void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
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switch(key) {
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case SDLK_ESCAPE: {
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pause = true;
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pause_scene->updateSizeAndPosition();
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player->resetMovementX();
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std::thread pauseThread(doInputPause);
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pauseThread.detach();
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}
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break;
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case SDLK_a:
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player->addMovement(-1,0);
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break;
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case SDLK_d:
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player->addMovement(1,0);
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break;
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case SDLK_SPACE:
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case SDLK_w:
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if(!player->isJumping() && !pause) {
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player->setLastStand();
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player->jump();
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}
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break;
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case SDLK_s:
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
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default:
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break;
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void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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case SDLK_ESCAPE: {
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pause = true;
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pause_scene->updateSizeAndPosition();
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player->resetMovementX();
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std::thread pauseThread( doInputPause );
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pauseThread.detach();
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} break;
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case SDLK_a:
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player->addMovement( -1, 0 );
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break;
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case SDLK_d:
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player->addMovement( 1, 0 );
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break;
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case SDLK_SPACE:
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case SDLK_w:
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if ( !player->isJumping() && !pause ) {
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player->setLastStand();
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player->jump();
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}
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break;
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case SDLK_s:
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break;
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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!scene.getRenderer().getRenderColiders() );
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default:
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break;
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}
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}
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void handleKeyDownPause(SDL_Keycode key) {
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switch(key) {
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case SDLK_ESCAPE: {
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pause = false;
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active_scene->setPrevTicks(SDL_GetTicks());
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std::thread inputThread(doInput, active_scene);
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inputThread.detach();
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}
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break;
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case SDLK_r:
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active_scene->getRenderer().setRenderColiders(!active_scene->getRenderer().getRenderColiders());
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break;
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case SDLK_s:
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case SDLK_DOWN:
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pause_options[pause_select]->unsetColor();
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pause_select++;
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if(pause_select > pause_max)
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pause_select = 0;
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pause_options[pause_select]->setColor("FFFFFF40");
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break;
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case SDLK_w:
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case SDLK_UP:
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pause_options[pause_select]->unsetColor();
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pause_select--;
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if(pause_select < 0)
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pause_select = pause_max;
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pause_options[pause_select]->setColor("FFFFFF40");
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break;
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case SDLK_RETURN:
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switch(pause_select) {
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case 0:{
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pause = false;
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active_scene->setPrevTicks(SDL_GetTicks());
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std::thread inputThread(doInput, active_scene);
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inputThread.detach();
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}
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break;
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case 1:
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quitGame();
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default:
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break;
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}
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void handleKeyDownPause( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_ESCAPE: {
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pause = false;
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active_scene->setPrevTicks( SDL_GetTicks() );
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std::thread inputThread( doInput, active_scene );
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inputThread.detach();
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} break;
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case SDLK_r:
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active_scene->getRenderer().setRenderColiders(
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!active_scene->getRenderer().getRenderColiders() );
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break;
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case SDLK_s:
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case SDLK_DOWN:
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pause_options[pause_select]->unsetColor();
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pause_select++;
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if ( pause_select > pause_max )
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pause_select = 0;
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pause_options[pause_select]->setColor( "FFFFFF40" );
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break;
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case SDLK_w:
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case SDLK_UP:
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pause_options[pause_select]->unsetColor();
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pause_select--;
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if ( pause_select < 0 )
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pause_select = pause_max;
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pause_options[pause_select]->setColor( "FFFFFF40" );
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break;
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case SDLK_RETURN:
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switch ( pause_select ) {
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case 0: {
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pause = false;
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active_scene->setPrevTicks( SDL_GetTicks() );
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std::thread inputThread( doInput, active_scene );
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inputThread.detach();
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} break;
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case 1:
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quitGame();
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default:
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break;
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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 handleKeyUp(SDL_Keycode key) {
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switch(key) {
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case SDLK_a:
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player->addMovement(1,0);
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break;
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case SDLK_d:
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player->addMovement(-1,0);
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break;
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case SDLK_w:
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case SDLK_s:
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default:
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break;
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void handleKeyUp( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_a:
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player->addMovement( 1, 0 );
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break;
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case SDLK_d:
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player->addMovement( -1, 0 );
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break;
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case SDLK_w:
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case SDLK_s:
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default:
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break;
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}
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}
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void pollEvents(SDLPP::Scene &scene) {
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void pollEvents( SDLPP::Scene &scene ) {
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SDL_Event event;
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while( SDL_PollEvent( &event ) != 0 ) {
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switch(event.type) {
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case SDL_QUIT:
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quitGame();
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break;
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case SDL_KEYDOWN:
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if( !event.key.repeat )
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handleKeyDown(event.key.keysym.sym, scene);
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDown( event.key.keysym.sym, scene );
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED )
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void pollEventsPause() {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDownPause(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDownPause( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(!quit && !pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEvents(*scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( !quit && !pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEvents( *scene );
|
||||
scene->movement();
|
||||
bool gravity = true;
|
||||
for( auto &x : scene->getCollisions(*player) ) {
|
||||
if( x->getId() == STONE_ID ) {
|
||||
for ( auto &x : scene->getCollisions( *player ) ) {
|
||||
if ( x->getId() == STONE_ID ) {
|
||||
gravity = false;
|
||||
if(player->isGravityEnabled()) {
|
||||
if ( player->isGravityEnabled() ) {
|
||||
auto stoneRect = x->getDoubleRect();
|
||||
auto playerPos = player->getDoubleRect();
|
||||
auto newPX = playerPos.first.first;
|
||||
auto newPY = stoneRect.first.second - playerPos.second.second;
|
||||
player->setPos(newPX, newPY);
|
||||
auto newPY =
|
||||
stoneRect.first.second - playerPos.second.second;
|
||||
player->setPos( newPX, newPY );
|
||||
player->setLastStand();
|
||||
}
|
||||
x->specialAction(DESTROYABLE_DESTROY);
|
||||
x->specialAction( DESTROYABLE_DESTROY );
|
||||
}
|
||||
if( x->getId() == DEATH ) {
|
||||
if ( x->getId() == DEATH ) {
|
||||
std::cout << "Oh no, you died!" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
}
|
||||
player->setGravity(gravity);
|
||||
player->setGravity( gravity );
|
||||
auto playerX = player->getRect().x;
|
||||
auto width = scene->getWidth();
|
||||
auto rightBarrier = width * 0.7;
|
||||
auto leftBarrier = width * 0.3;
|
||||
auto rightmostX = scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
|
||||
auto rightmostX =
|
||||
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
|
||||
auto leftmostX = scene->leftmost()->getRect().x;
|
||||
scene->moveEverything(
|
||||
(playerX > rightBarrier && rightmostX > width) * (rightBarrier - playerX)/width, 0);
|
||||
scene->moveEverything(
|
||||
(playerX < leftBarrier && leftmostX < 0) * (leftBarrier - playerX)/width, 0);
|
||||
( playerX > rightBarrier && rightmostX > width ) *
|
||||
( rightBarrier - playerX ) / width,
|
||||
0 );
|
||||
scene->moveEverything( ( playerX < leftBarrier && leftmostX < 0 ) *
|
||||
( leftBarrier - playerX ) / width,
|
||||
0 );
|
||||
}
|
||||
}
|
||||
|
||||
void doInputPause() {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEventsPause();
|
||||
if(!pause)
|
||||
if ( !pause )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SDLPP::init();
|
||||
SDLPP::Window w("Oh yeah, boi!");
|
||||
auto renderer = std::make_shared<SDLPP::Renderer>(w);
|
||||
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
SDLPP::Window w( "Oh yeah, boi!" );
|
||||
auto renderer = std::make_shared< SDLPP::Renderer >( w );
|
||||
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
|
||||
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
active_scene = main_scene;
|
||||
font = std::make_shared<SDLPP::Font>("testfont.ttf", 96);
|
||||
addStuff(*main_scene, renderer);
|
||||
player->setMovementSpeed(0.3);
|
||||
font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
|
||||
addStuff( *main_scene, renderer );
|
||||
player->setMovementSpeed( 0.3 );
|
||||
player->enableGravity();
|
||||
|
||||
pause_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
addPause(*pause_scene, renderer);
|
||||
pause_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addPause( *pause_scene, renderer );
|
||||
|
||||
int base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 60);
|
||||
std::thread inputThread(doInput, main_scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 60 );
|
||||
std::thread inputThread( doInput, main_scene );
|
||||
inputThread.detach();
|
||||
while( !quit ) {
|
||||
// SDL_framerateDelay(&gFPS);
|
||||
while ( !quit ) {
|
||||
// SDL_framerateDelay(&gFPS);
|
||||
main_scene->renderScene();
|
||||
if(pause) {
|
||||
pause_scene->renderScene(false);
|
||||
if ( pause ) {
|
||||
pause_scene->renderScene( false );
|
||||
}
|
||||
main_scene->presentScene();
|
||||
frames++;
|
||||
if(SDL_GetTicks() - base >= 1000) {
|
||||
if ( SDL_GetTicks() - base >= 1000 ) {
|
||||
base = SDL_GetTicks();
|
||||
printf("FPS: %d\n", frames);
|
||||
printf( "FPS: %d\n", frames );
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
195
sdlpp.cpp
195
sdlpp.cpp
@ -4,165 +4,186 @@
|
||||
#include <iostream>
|
||||
|
||||
bool SDLPP::init() {
|
||||
if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
|
||||
if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError()
|
||||
<< std::endl;
|
||||
return false;
|
||||
}
|
||||
if( IMG_Init( IMG_INIT_PNG ) != IMG_INIT_PNG ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl;
|
||||
if ( IMG_Init( IMG_INIT_PNG ) != IMG_INIT_PNG ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: "
|
||||
<< IMG_GetError() << std::endl;
|
||||
return false;
|
||||
}
|
||||
if( TTF_Init() == -1 ) {
|
||||
std::cerr << "SDL_ttf could not initialize! SDL_ttf Error: " << TTF_GetError() << std::endl;
|
||||
if ( TTF_Init() == -1 ) {
|
||||
std::cerr << "SDL_ttf could not initialize! SDL_ttf Error: "
|
||||
<< TTF_GetError() << std::endl;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLPP::init(uint32_t SDL_OPTIONS) {
|
||||
if( SDL_Init(SDL_OPTIONS) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
|
||||
bool SDLPP::init( uint32_t SDL_OPTIONS ) {
|
||||
if ( SDL_Init( SDL_OPTIONS ) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError()
|
||||
<< std::endl;
|
||||
return false;
|
||||
}
|
||||
if( IMG_Init( IMG_INIT_PNG ) != IMG_INIT_PNG ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl;
|
||||
if ( IMG_Init( IMG_INIT_PNG ) != IMG_INIT_PNG ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: "
|
||||
<< IMG_GetError() << std::endl;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLPP::init(uint32_t SDL_OPTIONS, int IMAGE_OPTIONS) {
|
||||
if( SDL_Init(SDL_OPTIONS) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
|
||||
bool SDLPP::init( uint32_t SDL_OPTIONS, int IMAGE_OPTIONS ) {
|
||||
if ( SDL_Init( SDL_OPTIONS ) < 0 ) {
|
||||
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError()
|
||||
<< std::endl;
|
||||
return false;
|
||||
}
|
||||
if( IMG_Init( IMAGE_OPTIONS ) != IMAGE_OPTIONS ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl;
|
||||
if ( IMG_Init( IMAGE_OPTIONS ) != IMAGE_OPTIONS ) {
|
||||
std::cerr << "SDL_image could not initialize! SDL_image Error: "
|
||||
<< IMG_GetError() << std::endl;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLPP::CircleRender::render() {
|
||||
std::cout << "I'm a circle, look at me go!" << std::endl << "My dimensions are: [" << x_ << ", " << y_ << "], radius: " << rad_ << std::endl;
|
||||
std::cout << "I'm a circle, look at me go!" << std::endl
|
||||
<< "My dimensions are: [" << x_ << ", " << y_
|
||||
<< "], radius: " << rad_ << std::endl;
|
||||
}
|
||||
|
||||
// only rectangles for now
|
||||
bool intersects(const SDLPP::CollisionPolygon &p1, const SDLPP::CollisionPolygon &p2) {
|
||||
return !(p1.rightmost() < p2.leftmost() || p2.rightmost() < p1.leftmost() ||
|
||||
p1.topmost() > p2.bottommost() || p2.topmost() > p1.bottommost());
|
||||
bool intersects( const SDLPP::CollisionPolygon &p1,
|
||||
const SDLPP::CollisionPolygon &p2 ) {
|
||||
return !(
|
||||
p1.rightmost() < p2.leftmost() || p2.rightmost() < p1.leftmost() ||
|
||||
p1.topmost() > p2.bottommost() || p2.topmost() > p1.bottommost() );
|
||||
}
|
||||
|
||||
bool infinityIntersection(const SDLPP::CollisionPolygon &infinite, const SDLPP::CollisionPolygon &other) {
|
||||
bool infinityIntersection( const SDLPP::CollisionPolygon &infinite,
|
||||
const SDLPP::CollisionPolygon &other ) {
|
||||
int ileft = infinite.leftmost();
|
||||
int iright = infinite.rightmost();
|
||||
int itop = infinite.topmost();
|
||||
int ibottom = infinite.bottommost();
|
||||
bool ret = ileft != -1 && ileft <= other.rightmost() && ileft >= other.leftmost();
|
||||
ret |= iright != -1 && iright >= other.leftmost() && iright <= other.rightmost();
|
||||
bool ret =
|
||||
ileft != -1 && ileft <= other.rightmost() && ileft >= other.leftmost();
|
||||
ret |= iright != -1 && iright >= other.leftmost() &&
|
||||
iright <= other.rightmost();
|
||||
ret |= itop != -1 && itop <= other.bottommost() && itop >= other.topmost();
|
||||
ret |= ibottom != -1 && ibottom >= other.topmost() && ibottom <= other.bottommost();
|
||||
ret |= ibottom != -1 && ibottom >= other.topmost() &&
|
||||
ibottom <= other.bottommost();
|
||||
ret |= ileft == -1 && iright == -1 && itop == -1 && ibottom == -1;
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool SDLPP::Rect::colidesWith(const SDLPP::CollisionPolygon &other) const {
|
||||
if(other.isCircle()) {
|
||||
return other.colidesWith(*this);
|
||||
bool SDLPP::Rect::colidesWith( const SDLPP::CollisionPolygon &other ) const {
|
||||
if ( other.isCircle() ) {
|
||||
return other.colidesWith( *this );
|
||||
}
|
||||
if(other.isInfinite() ) {
|
||||
return infinityIntersection(other, *this);
|
||||
if ( other.isInfinite() ) {
|
||||
return infinityIntersection( other, *this );
|
||||
}
|
||||
if(isInfinite())
|
||||
return infinityIntersection(*this, other);
|
||||
return intersects(*this, other);
|
||||
if ( isInfinite() )
|
||||
return infinityIntersection( *this, other );
|
||||
return intersects( *this, other );
|
||||
}
|
||||
|
||||
bool SDLPP::Circle::colidesWith(const SDLPP::CollisionPolygon &other) const {
|
||||
if(other.isCircle()) {
|
||||
int otherRad = (other.rightmost() - other.leftmost())/2;
|
||||
bool SDLPP::Circle::colidesWith( const SDLPP::CollisionPolygon &other ) const {
|
||||
if ( other.isCircle() ) {
|
||||
int otherRad = ( other.rightmost() - other.leftmost() ) / 2;
|
||||
int thisRad = getRadius();
|
||||
int totalDist = otherRad + thisRad;
|
||||
int xdiff = other.leftmost() + otherRad - (leftmost() + thisRad);
|
||||
int ydiff = other.topmost() + otherRad - (topmost() + thisRad);
|
||||
return (xdiff*xdiff + ydiff*ydiff) <= totalDist * totalDist;
|
||||
} else if (other.isInfinite()) {
|
||||
return infinityIntersection(other, *this);
|
||||
int xdiff = other.leftmost() + otherRad - ( leftmost() + thisRad );
|
||||
int ydiff = other.topmost() + otherRad - ( topmost() + thisRad );
|
||||
return ( xdiff * xdiff + ydiff * ydiff ) <= totalDist * totalDist;
|
||||
} else if ( other.isInfinite() ) {
|
||||
return infinityIntersection( other, *this );
|
||||
}
|
||||
int rad = rad_;
|
||||
int centerx = getX();
|
||||
int centery = getY();
|
||||
if(other.topmost() <= centery && other.bottommost() >= centery) {
|
||||
return other.leftmost() <= rightmost() && other.rightmost() >= leftmost();
|
||||
} else if (other.leftmost() <= centerx && other.rightmost() >= centerx) {
|
||||
return other.topmost() <= bottommost() && other.bottommost() >= topmost();
|
||||
if ( other.topmost() <= centery && other.bottommost() >= centery ) {
|
||||
return other.leftmost() <= rightmost() &&
|
||||
other.rightmost() >= leftmost();
|
||||
} else if ( other.leftmost() <= centerx && other.rightmost() >= centerx ) {
|
||||
return other.topmost() <= bottommost() &&
|
||||
other.bottommost() >= topmost();
|
||||
}
|
||||
int pointx=0, pointy=0;
|
||||
if(centerx > other.rightmost()) {
|
||||
int pointx = 0, pointy = 0;
|
||||
if ( centerx > other.rightmost() ) {
|
||||
pointx = other.rightmost();
|
||||
} else {
|
||||
pointx = other.leftmost();
|
||||
}
|
||||
if(centery < other.topmost()) {
|
||||
if ( centery < other.topmost() ) {
|
||||
pointy = other.topmost();
|
||||
} else {
|
||||
pointy = other.bottommost();
|
||||
}
|
||||
int distancesquared = (pointx - centerx)*(pointx - centerx) + (pointy - centery)*(pointy-centery);
|
||||
return distancesquared <= rad*rad;
|
||||
int distancesquared = ( pointx - centerx ) * ( pointx - centerx ) +
|
||||
( pointy - centery ) * ( pointy - centery );
|
||||
return distancesquared <= rad * rad;
|
||||
}
|
||||
|
||||
int SDLPP::hex2num(char c) {
|
||||
if(c <= '9')
|
||||
int SDLPP::hex2num( char c ) {
|
||||
if ( c <= '9' )
|
||||
return c - '0';
|
||||
switch(c) {
|
||||
case 'a':
|
||||
case 'A':
|
||||
return 10;
|
||||
case 'b':
|
||||
case 'B':
|
||||
return 11;
|
||||
case 'c':
|
||||
case 'C':
|
||||
return 12;
|
||||
case 'd':
|
||||
case 'D':
|
||||
return 13;
|
||||
case 'e':
|
||||
case 'E':
|
||||
return 14;
|
||||
default:
|
||||
return 15;
|
||||
switch ( c ) {
|
||||
case 'a':
|
||||
case 'A':
|
||||
return 10;
|
||||
case 'b':
|
||||
case 'B':
|
||||
return 11;
|
||||
case 'c':
|
||||
case 'C':
|
||||
return 12;
|
||||
case 'd':
|
||||
case 'D':
|
||||
return 13;
|
||||
case 'e':
|
||||
case 'E':
|
||||
return 14;
|
||||
default:
|
||||
return 15;
|
||||
}
|
||||
}
|
||||
|
||||
std::tuple<int, int, int, int> SDLPP::getColorsHEX(const std::string &color) {
|
||||
std::tuple< int, int, int, int >
|
||||
SDLPP::getColorsHEX( const std::string &color ) {
|
||||
int red = 0, green = 0, blue = 0, alpha = 255;
|
||||
const char *color_ptr = color.c_str();
|
||||
if(color_ptr[0] == '#')
|
||||
if ( color_ptr[0] == '#' )
|
||||
color_ptr++;
|
||||
red = hex2num(color_ptr[0])*16 + hex2num(color_ptr[1]);
|
||||
green = hex2num(color_ptr[2])*16 + hex2num(color_ptr[3]);
|
||||
blue = hex2num(color_ptr[4])*16 + hex2num(color_ptr[5]);
|
||||
if( color_ptr[6] != '\0' )
|
||||
alpha = hex2num(color_ptr[6])*16 + hex2num(color_ptr[7]);
|
||||
return {red, green, blue, alpha};
|
||||
red = hex2num( color_ptr[0] ) * 16 + hex2num( color_ptr[1] );
|
||||
green = hex2num( color_ptr[2] ) * 16 + hex2num( color_ptr[3] );
|
||||
blue = hex2num( color_ptr[4] ) * 16 + hex2num( color_ptr[5] );
|
||||
if ( color_ptr[6] != '\0' )
|
||||
alpha = hex2num( color_ptr[6] ) * 16 + hex2num( color_ptr[7] );
|
||||
return { red, green, blue, alpha };
|
||||
}
|
||||
|
||||
SDL_Color SDLPP::getSDLColorTuple(const std::tuple<int, int, int, int> &tuple) {
|
||||
SDL_Color
|
||||
SDLPP::getSDLColorTuple( const std::tuple< int, int, int, int > &tuple ) {
|
||||
SDL_Color ret_color{};
|
||||
ret_color.r = std::get<0>(tuple);
|
||||
ret_color.g = std::get<1>(tuple);
|
||||
ret_color.b = std::get<2>(tuple);
|
||||
ret_color.a = std::get<3>(tuple);
|
||||
ret_color.r = std::get< 0 >( tuple );
|
||||
ret_color.g = std::get< 1 >( tuple );
|
||||
ret_color.b = std::get< 2 >( tuple );
|
||||
ret_color.a = std::get< 3 >( tuple );
|
||||
return ret_color;
|
||||
}
|
||||
|
||||
SDL_Color SDLPP::getSDLColorHEX(const std::string &color) {
|
||||
auto color_tuple = SDLPP::getColorsHEX(color);
|
||||
return getSDLColorTuple(color_tuple);
|
||||
SDL_Color SDLPP::getSDLColorHEX( const std::string &color ) {
|
||||
auto color_tuple = SDLPP::getColorsHEX( color );
|
||||
return getSDLColorTuple( color_tuple );
|
||||
}
|
||||
|
||||
std::tuple<int, int, int, int> SDLPP::getColorsSDLColor(const SDL_Color &color) {
|
||||
return {color.r, color.g, color.b, color.a};
|
||||
std::tuple< int, int, int, int >
|
||||
SDLPP::getColorsSDLColor( const SDL_Color &color ) {
|
||||
return { color.r, color.g, color.b, color.a };
|
||||
}
|
||||
|
762
tetris.cpp
762
tetris.cpp
@ -14,33 +14,34 @@ int pause_max = 1;
|
||||
int ticks_till_next = 1500;
|
||||
int ticks_till_fall = 500;
|
||||
int ticks_till_descend = 50;
|
||||
std::vector<std::shared_ptr<SDLPP::RectangleRender>> pause_options;
|
||||
std::shared_ptr<SDLPP::TextRenderer> score_texture;
|
||||
std::shared_ptr<SDLPP::Renderer> active_renderer;
|
||||
std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
|
||||
std::shared_ptr< SDLPP::TextRenderer > score_texture;
|
||||
std::shared_ptr< SDLPP::Renderer > active_renderer;
|
||||
int score = 0;
|
||||
bool update_score = false;
|
||||
|
||||
std::shared_ptr<SDLPP::Font> font;
|
||||
std::shared_ptr<SDLPP::Scene> active_scene;
|
||||
std::shared_ptr<SDLPP::Scene> pause_scene;
|
||||
std::shared_ptr< SDLPP::Font > font;
|
||||
std::shared_ptr< SDLPP::Scene > active_scene;
|
||||
std::shared_ptr< SDLPP::Scene > pause_scene;
|
||||
|
||||
class TetrisPiece {
|
||||
public:
|
||||
void addPiece(std::shared_ptr<SDLPP::RectangleRender> piece, int x, int y) {
|
||||
pieces.push_back(piece);
|
||||
pieces_rel_position.push_back({0,0,0,0});
|
||||
void addPiece( std::shared_ptr< SDLPP::RectangleRender > piece, int x,
|
||||
int y ) {
|
||||
pieces.push_back( piece );
|
||||
pieces_rel_position.push_back( { 0, 0, 0, 0 } );
|
||||
// done this way for SPEEEEEEED
|
||||
//left
|
||||
pieces_rel_position.back()[0] = (x<0)*(-1)*x;
|
||||
//right
|
||||
pieces_rel_position.back()[1] = (x>0)*x;
|
||||
//top
|
||||
pieces_rel_position.back()[2] = (y<0)*(-1)*y;
|
||||
//bottom
|
||||
pieces_rel_position.back()[3] = (y>0)*y;
|
||||
// left
|
||||
pieces_rel_position.back()[0] = ( x < 0 ) * ( -1 ) * x;
|
||||
// right
|
||||
pieces_rel_position.back()[1] = ( x > 0 ) * x;
|
||||
// top
|
||||
pieces_rel_position.back()[2] = ( y < 0 ) * ( -1 ) * y;
|
||||
// bottom
|
||||
pieces_rel_position.back()[3] = ( y > 0 ) * y;
|
||||
}
|
||||
void rotate() {
|
||||
for(unsigned long i = 0; i < pieces.size(); i++) {
|
||||
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
|
||||
auto &piece = pieces[i];
|
||||
auto &positions = pieces_rel_position[i];
|
||||
auto position = piece->getPos();
|
||||
@ -58,22 +59,22 @@ public:
|
||||
position.first += positions[1] * 0.04;
|
||||
position.second -= positions[2] * 0.04;
|
||||
position.second += positions[3] * 0.04;
|
||||
piece->setPos(position.first, position.second);
|
||||
piece->setPos( position.first, position.second );
|
||||
}
|
||||
}
|
||||
std::vector<std::shared_ptr<SDLPP::RectangleRender>> &getObjects() {
|
||||
std::vector< std::shared_ptr< SDLPP::RectangleRender > > &getObjects() {
|
||||
return pieces;
|
||||
}
|
||||
void setPos(double x, double y) {
|
||||
for(unsigned long i = 0; i < pieces.size(); i++) {
|
||||
void setPos( double x, double y ) {
|
||||
for ( unsigned long i = 0; i < pieces.size(); i++ ) {
|
||||
auto &piece = pieces[i];
|
||||
auto pos = piece->getPos();
|
||||
piece->setPos(x + pos.first - default_x,
|
||||
y + pos.second - default_y);
|
||||
piece->setPos( x + pos.first - default_x,
|
||||
y + pos.second - default_y );
|
||||
}
|
||||
setDefPos(x, y);
|
||||
setDefPos( x, y );
|
||||
}
|
||||
void setDefPos(double x, double y) {
|
||||
void setDefPos( double x, double y ) {
|
||||
default_x = x;
|
||||
default_y = y;
|
||||
}
|
||||
@ -90,199 +91,274 @@ public:
|
||||
bool isDescending() {
|
||||
return descend;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<std::vector<int>> pieces_rel_position;
|
||||
std::vector<std::shared_ptr<SDLPP::RectangleRender>> pieces;
|
||||
std::vector< std::vector< int > > pieces_rel_position;
|
||||
std::vector< std::shared_ptr< SDLPP::RectangleRender > > pieces;
|
||||
double default_x;
|
||||
double default_y;
|
||||
bool descend = false;
|
||||
};
|
||||
|
||||
std::vector<std::shared_ptr<SDLPP::RectangleRender>> line_coliders;
|
||||
std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
|
||||
TetrisPiece cur_object;
|
||||
TetrisPiece next_object;
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene);
|
||||
void doInput( std::shared_ptr< SDLPP::Scene > scene );
|
||||
void doInputPause();
|
||||
bool quit = false;
|
||||
|
||||
std::mutex movement_mutex;
|
||||
|
||||
std::shared_ptr<SDLPP::RectangleRender> createTetrisBlock(double x, double y, const std::string &color, const std::string &outline, std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
auto ret = std::make_shared<SDLPP::RectangleRender>(x, y, 0.04, 0.04, renderer, color, true);
|
||||
ret->setOutlineColor(outline);
|
||||
ret->addCollision(SDLPP::Rect(0.1,0.1,0.8,0.8));
|
||||
ret->setId(BRICK_ID);
|
||||
std::shared_ptr< SDLPP::RectangleRender >
|
||||
createTetrisBlock( double x, double y, const std::string &color,
|
||||
const std::string &outline,
|
||||
std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
auto ret = std::make_shared< SDLPP::RectangleRender >(
|
||||
x, y, 0.04, 0.04, renderer, color, true );
|
||||
ret->setOutlineColor( outline );
|
||||
ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
|
||||
ret->setId( BRICK_ID );
|
||||
ret->centerX();
|
||||
scene->addObject(ret);
|
||||
scene->addObject( ret );
|
||||
return ret;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisBrick(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#FF0000";
|
||||
auto outline = "#AA0000";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisT(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#00FF00";
|
||||
auto outline = "#00AA00";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 0);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
|
||||
-1 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
|
||||
0 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisLRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#0000FF";
|
||||
auto outline = "#0000AA";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -2, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), -1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 0, -1);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -2,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), -1,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 0,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 0,
|
||||
-1 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisZRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#FF00FF";
|
||||
auto outline = "#AA00AA";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 1, -1);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
|
||||
-1 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 1,
|
||||
-1 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisLine(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#FFFF00";
|
||||
auto outline = "#AAAA00";
|
||||
retPiece.addPiece(createTetrisBlock(0.42, 0.16, color, outline, renderer, scene), -1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 2, 0);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.42, 0.16, color, outline, renderer, scene ), -1,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 1, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 2,
|
||||
0 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisLLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#00FFFF";
|
||||
auto outline = "#00AAAA";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, -1);
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 2, 0);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
|
||||
-1 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 1, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 2,
|
||||
0 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
TetrisPiece tetrisZLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
|
||||
TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
|
||||
std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
TetrisPiece retPiece{};
|
||||
auto color = "#FFFFFF";
|
||||
auto outline = "#AAAAAA";
|
||||
retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), -1, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
|
||||
retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 1);
|
||||
retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 1);
|
||||
retPiece.setDefPos(0.5, 0.16);
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), -1,
|
||||
0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 1 );
|
||||
retPiece.addPiece(
|
||||
createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
|
||||
1 );
|
||||
retPiece.setDefPos( 0.5, 0.16 );
|
||||
return retPiece;
|
||||
}
|
||||
|
||||
std::vector<TetrisPiece (*)(std::shared_ptr<SDLPP::Renderer>, std::shared_ptr<SDLPP::Scene>)> tetrisFunctions = {
|
||||
tetrisBrick,
|
||||
tetrisT,
|
||||
tetrisLRight,
|
||||
tetrisZRight,
|
||||
tetrisLine,
|
||||
tetrisLLeft,
|
||||
tetrisZLeft,
|
||||
};
|
||||
std::vector< TetrisPiece ( * )( std::shared_ptr< SDLPP::Renderer >,
|
||||
std::shared_ptr< SDLPP::Scene > ) >
|
||||
tetrisFunctions = {
|
||||
tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
|
||||
tetrisLine, tetrisLLeft, tetrisZLeft,
|
||||
};
|
||||
|
||||
void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
|
||||
auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#101090FF", true);
|
||||
bg->setPermanent(true);
|
||||
scene.addObject(bg);
|
||||
auto left_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,0,0.02,1,r,"#FF000080", true);
|
||||
void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
|
||||
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
|
||||
"#101090FF", true );
|
||||
bg->setPermanent( true );
|
||||
scene.addObject( bg );
|
||||
auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
|
||||
0.28, 0, 0.02, 1, r, "#FF000080", true );
|
||||
left_barrier->centerX();
|
||||
scene.addObject(left_barrier);
|
||||
auto right_barrier = std::make_shared<SDLPP::RectangleRender>(0.7,0,0.02,1,r,"#FF000080", true);
|
||||
scene.addObject( left_barrier );
|
||||
auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
|
||||
0.7, 0, 0.02, 1, r, "#FF000080", true );
|
||||
right_barrier->centerX();
|
||||
scene.addObject(right_barrier);
|
||||
auto bottom_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,1,0.44,0.02,r,"#FF000080", true);
|
||||
scene.addObject( right_barrier );
|
||||
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
|
||||
0.28, 1, 0.44, 0.02, r, "#FF000080", true );
|
||||
bottom_barrier->centerX();
|
||||
scene.addObject(bottom_barrier);
|
||||
auto tetris = std::make_shared<SDLPP::TextRenderer>(0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5);
|
||||
scene.addObject( bottom_barrier );
|
||||
auto tetris = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5 );
|
||||
tetris->centerX();
|
||||
scene.addObject(tetris);
|
||||
auto next = std::make_shared<SDLPP::TextRenderer>(0.8, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF", "000000", 5, SDLPP_TEXT_CENTER);
|
||||
scene.addObject( tetris );
|
||||
auto next = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF", "000000", 5,
|
||||
SDLPP_TEXT_CENTER );
|
||||
next->centerX();
|
||||
scene.addObject(next);
|
||||
scene.addObject( next );
|
||||
double posy = 1;
|
||||
auto gameover = std::make_shared<SDLPP::RectangleRender>(0.5,0,0,0.195, r);
|
||||
auto gameover_collision = SDLPP::Rect(-1,0,-1,1);
|
||||
auto gameover =
|
||||
std::make_shared< SDLPP::RectangleRender >( 0.5, 0, 0, 0.195, r );
|
||||
auto gameover_collision = SDLPP::Rect( -1, 0, -1, 1 );
|
||||
gameover_collision.setInfinite();
|
||||
gameover->addCollision(gameover_collision);
|
||||
gameover->setId(GAME_OVER);
|
||||
gameover->setColiderColor("FF0000");
|
||||
scene.addObject(gameover);
|
||||
auto score_text = std::make_shared<SDLPP::TextRenderer>(0.8, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF", "#000000", 5, SDLPP_TEXT_CENTER);
|
||||
gameover->addCollision( gameover_collision );
|
||||
gameover->setId( GAME_OVER );
|
||||
gameover->setColiderColor( "FF0000" );
|
||||
scene.addObject( gameover );
|
||||
auto score_text = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF", "#000000", 5,
|
||||
SDLPP_TEXT_CENTER );
|
||||
score_text->centerX();
|
||||
scene.addObject(score_text);
|
||||
scene.addObject( score_text );
|
||||
|
||||
score_texture = std::make_shared<SDLPP::TextRenderer>(0.8, 0.2, 0.2, 0.1, r, *font, std::to_string(score), "FFFFFF", "000000", 5, SDLPP_TEXT_TOP);
|
||||
score_texture = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.2, 0.2, 0.1, r, *font, std::to_string( score ), "FFFFFF",
|
||||
"000000", 5, SDLPP_TEXT_TOP );
|
||||
score_texture->centerX();
|
||||
scene.addObject(score_texture);
|
||||
for(int i = 0; i < 20; i++) {
|
||||
scene.addObject( score_texture );
|
||||
for ( int i = 0; i < 20; i++ ) {
|
||||
posy -= 0.04;
|
||||
auto colider = std::make_shared<SDLPP::RectangleRender>(0.3, posy, 0.04, 0.04, r);
|
||||
auto colider_colider = SDLPP::Rect(-1,0.1,-1,0.8);
|
||||
auto colider = std::make_shared< SDLPP::RectangleRender >(
|
||||
0.3, posy, 0.04, 0.04, r );
|
||||
auto colider_colider = SDLPP::Rect( -1, 0.1, -1, 0.8 );
|
||||
colider_colider.setInfinite();
|
||||
colider->addCollision(colider_colider);
|
||||
colider->setId(COLIDER_ID);
|
||||
line_coliders.push_back(colider);
|
||||
scene.addObject(colider);
|
||||
colider->addCollision( colider_colider );
|
||||
colider->setId( COLIDER_ID );
|
||||
line_coliders.push_back( colider );
|
||||
scene.addObject( colider );
|
||||
}
|
||||
}
|
||||
|
||||
void updateScore() {
|
||||
score_texture->setText(*font, std::to_string(score), "#FFFFFF", "#000000", 5);
|
||||
score_texture->setText( *font, std::to_string( score ), "#FFFFFF",
|
||||
"#000000", 5 );
|
||||
}
|
||||
|
||||
void addPause(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
|
||||
auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#00000080", true);
|
||||
bg->setId(123);
|
||||
bg->setPermanent(true);
|
||||
scene.addObject(bg);
|
||||
auto y = std::make_shared<SDLPP::TextRenderer>(0.25, 0.1, 0.5, 0.3, r);
|
||||
y->setText(*font, "PAUSED", "#FFFFFF", "#000000", 5);
|
||||
y->setId(0);
|
||||
void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
|
||||
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
|
||||
"#00000080", true );
|
||||
bg->setId( 123 );
|
||||
bg->setPermanent( true );
|
||||
scene.addObject( bg );
|
||||
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
|
||||
y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
|
||||
y->setId( 0 );
|
||||
y->centerX();
|
||||
scene.addObject(y);
|
||||
auto resume = std::make_shared<SDLPP::TextRenderer>(0.4, 0.5, 0.2, 0.1, r);
|
||||
resume->setText(*font, "Resume", "#FFFFFF", "#000000", 5);
|
||||
resume->setColor("#FFFFFF40");
|
||||
scene.addObject( y );
|
||||
auto resume =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
|
||||
resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
|
||||
resume->setColor( "#FFFFFF40" );
|
||||
resume->centerX();
|
||||
scene.addObject(resume);
|
||||
pause_options.push_back(resume);
|
||||
auto quit = std::make_shared<SDLPP::TextRenderer>(0.4, 0.7, 0.2, 0.1, r);
|
||||
quit->setText(*font, "Quit Game", "#FFFFFF", "#000000", 5);
|
||||
scene.addObject( resume );
|
||||
pause_options.push_back( resume );
|
||||
auto quit =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
|
||||
quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
|
||||
quit->centerX();
|
||||
scene.addObject(quit);
|
||||
pause_options.push_back(quit);
|
||||
scene.addObject( quit );
|
||||
pause_options.push_back( quit );
|
||||
}
|
||||
|
||||
void quitGame() {
|
||||
@ -290,181 +366,180 @@ void quitGame() {
|
||||
quit = true;
|
||||
}
|
||||
|
||||
void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
|
||||
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
bool crash = false;
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
switch(key) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = true;
|
||||
pause_scene->updateSizeAndPosition();
|
||||
std::thread pauseThread(doInputPause);
|
||||
pauseThread.detach();
|
||||
}
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
switch ( key ) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = true;
|
||||
pause_scene->updateSizeAndPosition();
|
||||
std::thread pauseThread( doInputPause );
|
||||
pauseThread.detach();
|
||||
} break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.31 because doubles
|
||||
if ( pos.first < 0.31 )
|
||||
crash = true;
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 )
|
||||
crash = true;
|
||||
}
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.31 because doubles
|
||||
if(pos.first < 0.31)
|
||||
crash = true;
|
||||
x->setPos(pos.first - 0.04, pos.second);
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
}
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene.getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1)
|
||||
crash = true;
|
||||
}
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.65 because doubles
|
||||
if ( pos.first > 0.65 ) {
|
||||
crash = true;
|
||||
}
|
||||
if(crash) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first + 0.04, pos.second);
|
||||
}
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
crash = true;
|
||||
}
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
}
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.65 because doubles
|
||||
if(pos.first > 0.65) {
|
||||
crash = true;
|
||||
}
|
||||
x->setPos(pos.first + 0.04, pos.second);
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
}
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene.getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1) {
|
||||
crash = true;
|
||||
}
|
||||
}
|
||||
if(crash) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first - 0.04, pos.second);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
cur_object.startDescend();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
break;
|
||||
case SDLK_r:
|
||||
scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
cur_object.startDescend();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
break;
|
||||
case SDLK_r:
|
||||
scene.getRenderer().setRenderColiders(
|
||||
!scene.getRenderer().getRenderColiders() );
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void handleKeyUp(SDL_Keycode key) {
|
||||
if(key == SDLK_DOWN || key == SDLK_s) {
|
||||
void handleKeyUp( SDL_Keycode key ) {
|
||||
if ( key == SDLK_DOWN || key == SDLK_s ) {
|
||||
cur_object.stopDescend();
|
||||
}
|
||||
}
|
||||
|
||||
void handleKeyDownPause(SDL_Keycode key) {
|
||||
switch(key) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks(SDL_GetTicks());
|
||||
std::thread inputThread(doInput, active_scene);
|
||||
inputThread.detach();
|
||||
}
|
||||
break;
|
||||
case SDLK_r:
|
||||
active_scene->getRenderer().setRenderColiders(!active_scene->getRenderer().getRenderColiders());
|
||||
break;
|
||||
case SDLK_s:
|
||||
case SDLK_DOWN:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select++;
|
||||
if(pause_select > pause_max)
|
||||
pause_select = 0;
|
||||
pause_options[pause_select]->setColor("FFFFFF40");
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select--;
|
||||
if(pause_select < 0)
|
||||
pause_select = pause_max;
|
||||
pause_options[pause_select]->setColor("FFFFFF40");
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch(pause_select) {
|
||||
case 0:{
|
||||
pause = false;
|
||||
active_scene->setPrevTicks(SDL_GetTicks());
|
||||
std::thread inputThread(doInput, active_scene);
|
||||
inputThread.detach();
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
quitGame();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
void handleKeyDownPause( SDL_Keycode key ) {
|
||||
switch ( key ) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks( SDL_GetTicks() );
|
||||
std::thread inputThread( doInput, active_scene );
|
||||
inputThread.detach();
|
||||
} break;
|
||||
case SDLK_r:
|
||||
active_scene->getRenderer().setRenderColiders(
|
||||
!active_scene->getRenderer().getRenderColiders() );
|
||||
break;
|
||||
case SDLK_s:
|
||||
case SDLK_DOWN:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select++;
|
||||
if ( pause_select > pause_max )
|
||||
pause_select = 0;
|
||||
pause_options[pause_select]->setColor( "FFFFFF40" );
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select--;
|
||||
if ( pause_select < 0 )
|
||||
pause_select = pause_max;
|
||||
pause_options[pause_select]->setColor( "FFFFFF40" );
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch ( pause_select ) {
|
||||
case 0: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks( SDL_GetTicks() );
|
||||
std::thread inputThread( doInput, active_scene );
|
||||
inputThread.detach();
|
||||
} break;
|
||||
case 1:
|
||||
quitGame();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void pollEvents(SDLPP::Scene &scene) {
|
||||
void pollEvents( SDLPP::Scene &scene ) {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDown(event.key.keysym.sym, scene);
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDown( event.key.keysym.sym, scene );
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED )
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void pollEventsPause() {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDownPause(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDownPause( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void moveThem(std::shared_ptr<SDLPP::Scene> scene, int ticks) {
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
ticks_till_fall -= ticks;
|
||||
if(cur_object.isDescending())
|
||||
if ( cur_object.isDescending() )
|
||||
ticks_till_descend -= ticks;
|
||||
if(ticks_till_fall > 0) {
|
||||
if(cur_object.isDescending() && ticks_till_descend <= 0) {
|
||||
if ( ticks_till_fall > 0 ) {
|
||||
if ( cur_object.isDescending() && ticks_till_descend <= 0 ) {
|
||||
ticks_till_descend = 50;
|
||||
goto fall;
|
||||
}
|
||||
@ -472,29 +547,29 @@ void moveThem(std::shared_ptr<SDLPP::Scene> scene, int ticks) {
|
||||
}
|
||||
ticks_till_fall = 500;
|
||||
fall:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first, pos.second + 0.04);
|
||||
x->setPos( pos.first, pos.second + 0.04 );
|
||||
}
|
||||
bool fell = false;
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene->getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene->getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
if(x->getPos().second >= 1) {
|
||||
if ( x->getPos().second >= 1 ) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(fell) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
if ( fell ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first, pos.second - 0.04);
|
||||
x->setPos( pos.first, pos.second - 0.04 );
|
||||
}
|
||||
for(auto &block : cur_object.getObjects()) {
|
||||
if(scene->getCollisions(*block, {GAME_OVER}).size() > 0) {
|
||||
for ( auto &block : cur_object.getObjects() ) {
|
||||
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
|
||||
std::cout << "You lost" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
@ -503,42 +578,42 @@ fall:
|
||||
}
|
||||
}
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
auto base = SDL_GetTicks();
|
||||
while(!quit && !pause) {
|
||||
while ( !quit && !pause ) {
|
||||
base = SDL_GetTicks();
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEvents(*scene);
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEvents( *scene );
|
||||
scene->movement();
|
||||
if(cur_object.getObjects().size() != 0) {
|
||||
moveThem(scene, SDL_GetTicks() - base);
|
||||
if ( cur_object.getObjects().size() != 0 ) {
|
||||
moveThem( scene, SDL_GetTicks() - base );
|
||||
continue;
|
||||
}
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
for( auto &colider : line_coliders ) {
|
||||
auto collisions = scene->getCollisions(*colider, {BRICK_ID});
|
||||
while(collisions.size() == 10) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
for ( auto &colider : line_coliders ) {
|
||||
auto collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
while ( collisions.size() == 10 ) {
|
||||
score += 10;
|
||||
// updateScore();
|
||||
// updateScore();
|
||||
update_score = true;
|
||||
for(auto &col : collisions) {
|
||||
for ( auto &col : collisions ) {
|
||||
col->destroy();
|
||||
}
|
||||
auto colider_y = colider->getPos().second;
|
||||
for(auto &elem : scene->getObjects()) {
|
||||
if(elem->getId() != BRICK_ID)
|
||||
for ( auto &elem : scene->getObjects() ) {
|
||||
if ( elem->getId() != BRICK_ID )
|
||||
continue;
|
||||
auto pos = elem->getPos();
|
||||
if(pos.second < colider_y) {
|
||||
elem->setPos(pos.first, pos.second + 0.04);
|
||||
if ( pos.second < colider_y ) {
|
||||
elem->setPos( pos.first, pos.second + 0.04 );
|
||||
}
|
||||
}
|
||||
using namespace std::chrono_literals;
|
||||
std::this_thread::sleep_for(0.1s);
|
||||
collisions = scene->getCollisions(*colider, {BRICK_ID});
|
||||
std::this_thread::sleep_for( 0.1s );
|
||||
collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -546,67 +621,70 @@ void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
|
||||
void doInputPause() {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEventsPause();
|
||||
if(!pause)
|
||||
if ( !pause )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SDLPP::init();
|
||||
SDLPP::Window w("Tetris clone!");
|
||||
auto renderer = std::make_shared<SDLPP::Renderer>(w);
|
||||
SDLPP::Window w( "Tetris clone!" );
|
||||
auto renderer = std::make_shared< SDLPP::Renderer >( w );
|
||||
active_renderer = renderer;
|
||||
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
|
||||
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
active_scene = main_scene;
|
||||
font = std::make_shared<SDLPP::Font>("testfont.ttf", 96);
|
||||
addStuff(*main_scene, renderer);
|
||||
font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
|
||||
addStuff( *main_scene, renderer );
|
||||
|
||||
pause_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
addPause(*pause_scene, renderer);
|
||||
pause_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addPause( *pause_scene, renderer );
|
||||
|
||||
int base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
|
||||
std::srand(std::time(nullptr));
|
||||
std::srand( std::time( nullptr ) );
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 60);
|
||||
std::thread inputThread(doInput, main_scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 60 );
|
||||
std::thread inputThread( doInput, main_scene );
|
||||
inputThread.detach();
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/7)](renderer, main_scene);
|
||||
next_object.setPos(0.9, 0.5);
|
||||
while( !quit ) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
if(cur_object.getObjects().size() != 0) {
|
||||
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
while ( !quit ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
if ( cur_object.getObjects().size() != 0 ) {
|
||||
ticks_till_next = 1500;
|
||||
} else {
|
||||
ticks_till_next -= SDL_GetTicks() - base;
|
||||
if(ticks_till_next <= 0 && cur_object.getObjects().size() == 0) {
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
if ( ticks_till_next <= 0 && cur_object.getObjects().size() == 0 ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
cur_object = next_object;
|
||||
cur_object.setPos(0.5, 0.16);
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/7)](renderer, main_scene);
|
||||
next_object.setPos(0.9, 0.5);
|
||||
cur_object.setPos( 0.5, 0.16 );
|
||||
next_object =
|
||||
tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
}
|
||||
}
|
||||
if(update_score) {
|
||||
if ( update_score ) {
|
||||
updateScore();
|
||||
update_score = false;
|
||||
}
|
||||
|
||||
main_scene->renderScene();
|
||||
if(pause) {
|
||||
pause_scene->renderScene(false);
|
||||
if ( pause ) {
|
||||
pause_scene->renderScene( false );
|
||||
}
|
||||
main_scene->presentScene();
|
||||
frames++;
|
||||
if(SDL_GetTicks() - base >= 1000) {
|
||||
if ( SDL_GetTicks() - base >= 1000 ) {
|
||||
base = SDL_GetTicks();
|
||||
std::cout << "FPS: " << frames << std::endl;
|
||||
frames = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user