TETRIS: Add restart option to pause menu
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parent
93d47d9883
commit
c853e925bd
41
tetris.cpp
41
tetris.cpp
@ -27,7 +27,7 @@
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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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int pause_max = 2;
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int ticks_till_fall = TICKS_TILL_FALL;
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int ticks_till_descend = TICKS_TILL_DESCEND;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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@ -397,29 +397,34 @@ std::vector< std::shared_ptr< TetrisPiece > ( * )(
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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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"#101090FF", true );
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bg->setPermanent( true );
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bg->setPermanent();
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scene.addObject( bg );
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auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
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LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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left_barrier->centerX();
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left_barrier->setStatic();
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scene.addObject( left_barrier );
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auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
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RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, "#FF000080", true );
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right_barrier->centerX();
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right_barrier->setStatic();
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scene.addObject( right_barrier );
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auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
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LEFT_BORDER - 0.02, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER + 0.04,
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0.02, r, "#FF000080", true );
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bottom_barrier->centerX();
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bottom_barrier->setStatic();
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scene.addObject( bottom_barrier );
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auto tetris = std::make_shared< SDLPP::TextRenderer >(
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0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5 );
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tetris->centerX();
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tetris->setStatic();
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scene.addObject( tetris );
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auto next = std::make_shared< SDLPP::TextRenderer >(
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RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF",
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"000000", 5, SDLPP_TEXT_CENTER );
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next->centerX();
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next->setStatic();
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scene.addObject( next );
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double posy = 1;
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auto gameover = std::make_shared< SDLPP::RectangleRender >(
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@ -429,17 +434,20 @@ void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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gameover->addCollision( gameover_collision );
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gameover->setId( GAME_OVER );
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gameover->setColiderColor( "FF0000" );
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gameover->setStatic();
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scene.addObject( gameover );
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auto score_text = std::make_shared< SDLPP::TextRenderer >(
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RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF",
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"#000000", 5, SDLPP_TEXT_CENTER );
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score_text->centerX();
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score_text->setStatic();
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scene.addObject( score_text );
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score_texture = std::make_shared< SDLPP::TextRenderer >(
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RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, std::to_string( score ),
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"FFFFFF", "000000", 5, SDLPP_TEXT_TOP );
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score_texture->centerX();
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score_texture->setStatic();
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scene.addObject( score_texture );
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for ( int i = 0; i < 20; i++ ) {
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posy -= BLOCK_SIZE;
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@ -449,6 +457,7 @@ void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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colider_colider.setInfinite();
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colider->addCollision( colider_colider );
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colider->setId( COLIDER_ID );
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colider->setStatic();
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line_coliders.push_back( colider );
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scene.addObject( colider );
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}
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@ -471,14 +480,20 @@ void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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y->centerX();
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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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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.51, 0.2, 0.08, 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 restart =
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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.61, 0.2, 0.08, r );
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restart->setText( *font, "Restart", "#FFFFFF", "#000000", 5 );
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restart->centerX();
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scene.addObject( restart );
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pause_options.push_back( restart );
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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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std::make_shared< SDLPP::TextRenderer >( 0.4, 0.71, 0.2, 0.08, 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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@ -673,6 +688,22 @@ void handleKeyDownPause( SDL_Keycode key ) {
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inputThread.detach();
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} break;
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case 1:
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{
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pause = false;
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cur_object.reset();
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checked_line = true;
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next_object.reset();
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active_scene->resetScene();
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active_scene->setPrevTicks( SDL_GetTicks() );
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next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
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active_scene->getRendererShared(), active_scene );
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next_object->setPos( 0.9, 0.5 );
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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 2:
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quitGame();
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default:
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break;
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@ -830,6 +861,7 @@ int main() {
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active_scene = main_scene;
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font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
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addStuff( *main_scene, renderer );
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main_scene->saveScene();
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pause_scene = std::make_shared< SDLPP::Scene >( renderer );
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addPause( *pause_scene, renderer );
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@ -848,6 +880,7 @@ int main() {
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next_object->setPos( 0.9, 0.5 );
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while ( !quit ) {
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SDL_framerateDelay( &gFPS );
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std::cout << "cur_object: " << (cur_object ? "TRUE" : "FALSE") << ", checked_line: " << (checked_line ? "TRUE" : "FALSE") << std::endl;
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if ( !cur_object && checked_line ) {
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std::lock_guard< std::mutex > guard( movement_mutex );
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cur_object = next_object;
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