TETRIS
This commit is contained in:
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eec97302bb
commit
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1
.gitignore
vendored
1
.gitignore
vendored
@ -3,3 +3,4 @@
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*.o
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demo
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test
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tetris
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2
Makefile
2
Makefile
@ -8,6 +8,8 @@ default: demo
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demo: main.o sdlpp.o
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
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tetris: tetris.o sdlpp.o
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
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test: test.o sdlpp.o
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$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
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BIN
testfont.ttf
Normal file
BIN
testfont.ttf
Normal file
Binary file not shown.
620
tetris.cpp
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620
tetris.cpp
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@ -0,0 +1,620 @@
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#include "sdlpp.hpp"
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#include <thread>
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#include <chrono>
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#include <mutex>
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#include <SDL2/SDL2_framerate.h>
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#define COLIDER_ID 0x00000001
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#define BRICK_ID 0x00000002
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#define GAME_OVER 0x00000003
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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 ticks_till_next = 1500;
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int ticks_till_fall = 500;
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int ticks_till_descend = 50;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pause_options;
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std::shared_ptr<SDLPP::RectangleRender> score_texture;
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std::shared_ptr<SDLPP::Renderer> active_renderer;
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int score = 0;
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bool update_score = false;
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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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class TetrisPiece {
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public:
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void addPiece(std::shared_ptr<SDLPP::RectangleRender> piece, int x, int y) {
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pieces.push_back(piece);
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pieces_rel_position.push_back({0,0,0,0});
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// done this way for SPEEEEEEED
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//left
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pieces_rel_position.back()[0] = (x<0)*(-1)*x;
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//right
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pieces_rel_position.back()[1] = (x>0)*x;
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//top
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pieces_rel_position.back()[2] = (y<0)*(-1)*y;
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//bottom
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pieces_rel_position.back()[3] = (y>0)*y;
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}
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void rotate() {
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for(unsigned long i = 0; i < pieces.size(); i++) {
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auto &piece = pieces[i];
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auto &positions = pieces_rel_position[i];
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auto position = piece->getPos();
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position.first += positions[0] * 0.04;
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position.first -= positions[1] * 0.04;
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position.second += positions[2] * 0.04;
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position.second -= positions[3] * 0.04;
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auto bottom = positions[3];
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auto top = positions[2];
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positions[3] = positions[1];
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positions[2] = positions[0];
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positions[1] = top;
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positions[0] = bottom;
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position.first -= positions[0] * 0.04;
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position.first += positions[1] * 0.04;
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position.second -= positions[2] * 0.04;
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position.second += positions[3] * 0.04;
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piece->setPos(position.first, position.second);
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}
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}
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> &getObjects() {
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return pieces;
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}
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void setPos(double x, double y) {
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for(unsigned long i = 0; i < pieces.size(); i++) {
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auto &piece = pieces[i];
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auto pos = piece->getPos();
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piece->setPos(x + pos.first - default_x,
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y + pos.second - default_y);
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}
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setDefPos(x, y);
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}
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void setDefPos(double x, double y) {
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default_x = x;
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default_y = y;
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}
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void clear() {
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pieces.clear();
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pieces_rel_position.clear();
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}
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void startDescend() {
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descend = true;
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}
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void stopDescend() {
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descend = false;
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}
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bool isDescending() {
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return descend;
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}
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private:
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std::vector<std::vector<int>> pieces_rel_position;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pieces;
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double default_x;
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double default_y;
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bool descend = false;
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};
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> line_coliders;
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TetrisPiece cur_object;
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TetrisPiece next_object;
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void doInput(std::shared_ptr<SDLPP::Scene> scene);
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void doInputPause();
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bool quit = false;
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std::mutex movement_mutex;
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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) {
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auto ret = std::make_shared<SDLPP::RectangleRender>(x, y, 0.04, 0.04, renderer, color, true);
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ret->setOutlineColor(outline);
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ret->addCollision(SDLPP::Rect(0.1,0.1,0.8,0.8));
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ret->setId(BRICK_ID);
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ret->centerX();
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scene->addObject(ret);
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return ret;
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}
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TetrisPiece tetrisBrick(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#FF0000";
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auto outline = "#AA0000";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisT(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#00FF00";
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auto outline = "#00AA00";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 0);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisLRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#0000FF";
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auto outline = "#0000AA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -2, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisZRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#FF00FF";
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auto outline = "#AA00AA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 1, -1);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisLine(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#FFFF00";
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auto outline = "#AAAA00";
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retPiece.addPiece(createTetrisBlock(0.42, 0.16, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 2, 0);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisLLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#00FFFF";
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auto outline = "#00AAAA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 2, 0);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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TetrisPiece tetrisZLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece retPiece{};
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auto color = "#FFFFFF";
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auto outline = "#AAAAAA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 1);
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retPiece.setDefPos(0.5, 0.16);
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return retPiece;
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}
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std::vector<TetrisPiece (*)(std::shared_ptr<SDLPP::Renderer>, std::shared_ptr<SDLPP::Scene>)> tetrisFunctions = {
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tetrisBrick,
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tetrisT,
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tetrisLRight,
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tetrisZRight,
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tetrisLine,
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tetrisLLeft,
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tetrisZLeft,
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};
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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,"#101090FF", true);
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bg->setPermanent(true);
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scene.addObject(bg);
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auto left_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,0,0.02,1,r,"#FF000080", true);
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left_barrier->centerX();
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scene.addObject(left_barrier);
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auto right_barrier = std::make_shared<SDLPP::RectangleRender>(0.7,0,0.02,1,r,"#FF000080", true);
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right_barrier->centerX();
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scene.addObject(right_barrier);
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auto bottom_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,1,0.44,0.02,r,"#FF000080", true);
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bottom_barrier->centerX();
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scene.addObject(bottom_barrier);
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auto tetris = std::make_shared<SDLPP::RectangleRender>(0.4, 0, 0.2, 0.1, r);
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tetris->setTexture(*font, "TETRIS", "#FFFFFF", "#000000", 5);
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tetris->centerX();
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scene.addObject(tetris);
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auto next = std::make_shared<SDLPP::RectangleRender>(0.8, 0.35, 0.2, 0.1, r);
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next->setTexture(*font, "NEXT", "#FFFFFF", "#000000", 5);
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next->centerX();
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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>(0.5,0,0,0.195, r);
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auto gameover_collision = SDLPP::Rect(-1,0,-1,1);
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gameover_collision.setInfinite();
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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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scene.addObject(gameover);
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auto score_text = std::make_shared<SDLPP::RectangleRender>(0.8, 0.1, 0.2, 0.1, r);
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score_text->setTexture(*font, "SCORE", "#FFFFFF", "#000000", 5);
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score_text->centerX();
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scene.addObject(score_text);
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score_texture = std::make_shared<SDLPP::RectangleRender>(0.8, 0.2, 0.2, 0.1, r);
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score_texture->setTexture(*font, std::to_string(score), "#FFFFFF", "#000000", 5);
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score_texture->centerX();
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score_texture->setId(123);
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scene.addObject(score_texture);
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for(int i = 0; i < 20; i++) {
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posy -= 0.04;
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auto colider = std::make_shared<SDLPP::RectangleRender>(0.3, posy, 0.04, 0.04, r);
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auto colider_colider = SDLPP::Rect(-1,0.1,-1,0.8);
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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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line_coliders.push_back(colider);
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scene.addObject(colider);
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}
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}
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void updateScore() {
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score_texture->setTexture(*font, std::to_string(score), "#FFFFFF", "#000000", 5);
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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::RectangleRender>(0.25, 0.1, 0.5, 0.3, r);
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y->setTexture(*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::RectangleRender>(0.4, 0.5, 0.2, 0.1, r);
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resume->setTexture(*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::RectangleRender>(0.4, 0.7, 0.2, 0.1, r);
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quit->setTexture(*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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}
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void quitGame() {
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std::cout << "Quitting!" << std::endl;
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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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bool crash = false;
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std::lock_guard<std::mutex> guard(movement_mutex);
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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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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_LEFT:
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case SDLK_a:
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for(auto &x : cur_object.getObjects()) {
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auto pos = x->getPos();
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// 0.31 because doubles
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if(pos.first < 0.31)
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crash = true;
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x->setPos(pos.first - 0.04, pos.second);
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}
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for(auto &x : cur_object.getObjects()) {
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auto collisions = scene.getCollisions(*x, {BRICK_ID});
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if(collisions.size() > 1)
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crash = true;
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}
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if(crash) {
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for(auto &x : cur_object.getObjects()) {
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auto pos = x->getPos();
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x->setPos(pos.first + 0.04, pos.second);
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}
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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for(auto &x : cur_object.getObjects()) {
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auto pos = x->getPos();
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// 0.65 because doubles
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if(pos.first > 0.65) {
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crash = true;
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}
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x->setPos(pos.first + 0.04, pos.second);
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}
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for(auto &x : cur_object.getObjects()) {
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auto collisions = scene.getCollisions(*x, {BRICK_ID});
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if(collisions.size() > 1) {
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crash = true;
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}
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}
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if(crash) {
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for(auto &x : cur_object.getObjects()) {
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auto pos = x->getPos();
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x->setPos(pos.first - 0.04, pos.second);
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}
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}
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break;
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case SDLK_DOWN:
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case SDLK_s:
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cur_object.startDescend();
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break;
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case SDLK_UP:
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case SDLK_w:
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cur_object.rotate();
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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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}
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}
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void handleKeyUp(SDL_Keycode key) {
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if(key == SDLK_DOWN || key == SDLK_s) {
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cur_object.stopDescend();
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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;
|
||||
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) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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())
|
||||
ticks_till_descend -= ticks;
|
||||
if(ticks_till_fall > 0) {
|
||||
if(cur_object.isDescending() && ticks_till_descend <= 0) {
|
||||
ticks_till_descend = 50;
|
||||
goto fall;
|
||||
}
|
||||
return;
|
||||
}
|
||||
ticks_till_fall = 500;
|
||||
fall:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
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) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
if(x->getPos().second >= 1) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(fell) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first, pos.second - 0.04);
|
||||
}
|
||||
for(auto &block : cur_object.getObjects()) {
|
||||
if(scene->getCollisions(*block, {GAME_OVER}).size() > 0) {
|
||||
std::cout << "You lost" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
}
|
||||
cur_object.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
auto base = SDL_GetTicks();
|
||||
while(!quit && !pause) {
|
||||
base = SDL_GetTicks();
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEvents(*scene);
|
||||
scene->movement();
|
||||
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) {
|
||||
score += 10;
|
||||
// updateScore();
|
||||
update_score = true;
|
||||
for(auto &col : collisions) {
|
||||
col->destroy();
|
||||
}
|
||||
auto colider_y = colider->getPos().second;
|
||||
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);
|
||||
}
|
||||
}
|
||||
using namespace std::chrono_literals;
|
||||
std::this_thread::sleep_for(0.1s);
|
||||
collisions = scene->getCollisions(*colider, {BRICK_ID});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void doInputPause() {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEventsPause();
|
||||
if(!pause)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SDLPP::init();
|
||||
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);
|
||||
active_scene = main_scene;
|
||||
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);
|
||||
|
||||
int base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
|
||||
std::srand(std::time(nullptr));
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 60);
|
||||
std::thread inputThread(doInput, main_scene);
|
||||
inputThread.detach();
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/6)](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);
|
||||
cur_object = next_object;
|
||||
cur_object.setPos(0.5, 0.16);
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/6)](renderer, main_scene);
|
||||
next_object.setPos(0.9, 0.5);
|
||||
}
|
||||
}
|
||||
if(update_score) {
|
||||
updateScore();
|
||||
update_score = false;
|
||||
}
|
||||
|
||||
main_scene->renderScene();
|
||||
if(pause) {
|
||||
pause_scene->renderScene(false);
|
||||
}
|
||||
main_scene->presentScene();
|
||||
frames++;
|
||||
if(SDL_GetTicks() - base >= 1000) {
|
||||
base = SDL_GetTicks();
|
||||
printf("FPS: %d\n", frames);
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user