This commit is contained in:
zvon 2020-08-23 01:15:46 +02:00
parent eec97302bb
commit f58bec6204
4 changed files with 623 additions and 0 deletions

1
.gitignore vendored
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@ -3,3 +3,4 @@
*.o *.o
demo demo
test test
tetris

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@ -8,6 +8,8 @@ default: demo
demo: main.o sdlpp.o demo: main.o sdlpp.o
$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS} $(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
tetris: tetris.o sdlpp.o
$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}
test: test.o sdlpp.o test: test.o sdlpp.o
$(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS} $(CXX) $(CFLAGS) -o $@ $^ ${LDFLAGS}

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testfont.ttf Normal file

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tetris.cpp Normal file
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@ -0,0 +1,620 @@
#include "sdlpp.hpp"
#include <thread>
#include <chrono>
#include <mutex>
#include <SDL2/SDL2_framerate.h>
#define COLIDER_ID 0x00000001
#define BRICK_ID 0x00000002
#define GAME_OVER 0x00000003
bool pause = false;
int pause_select = 0;
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::RectangleRender> 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;
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});
// 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;
}
void rotate() {
for(unsigned long i = 0; i < pieces.size(); i++) {
auto &piece = pieces[i];
auto &positions = pieces_rel_position[i];
auto position = piece->getPos();
position.first += positions[0] * 0.04;
position.first -= positions[1] * 0.04;
position.second += positions[2] * 0.04;
position.second -= positions[3] * 0.04;
auto bottom = positions[3];
auto top = positions[2];
positions[3] = positions[1];
positions[2] = positions[0];
positions[1] = top;
positions[0] = bottom;
position.first -= positions[0] * 0.04;
position.first += positions[1] * 0.04;
position.second -= positions[2] * 0.04;
position.second += positions[3] * 0.04;
piece->setPos(position.first, position.second);
}
}
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++) {
auto &piece = pieces[i];
auto pos = piece->getPos();
piece->setPos(x + pos.first - default_x,
y + pos.second - default_y);
}
setDefPos(x, y);
}
void setDefPos(double x, double y) {
default_x = x;
default_y = y;
}
void clear() {
pieces.clear();
pieces_rel_position.clear();
}
void startDescend() {
descend = true;
}
void stopDescend() {
descend = false;
}
bool isDescending() {
return descend;
}
private:
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;
TetrisPiece cur_object;
TetrisPiece next_object;
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);
ret->centerX();
scene->addObject(ret);
return ret;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
return retPiece;
}
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);
left_barrier->centerX();
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);
bottom_barrier->centerX();
scene.addObject(bottom_barrier);
auto tetris = std::make_shared<SDLPP::RectangleRender>(0.4, 0, 0.2, 0.1, r);
tetris->setTexture(*font, "TETRIS", "#FFFFFF", "#000000", 5);
tetris->centerX();
scene.addObject(tetris);
auto next = std::make_shared<SDLPP::RectangleRender>(0.8, 0.35, 0.2, 0.1, r);
next->setTexture(*font, "NEXT", "#FFFFFF", "#000000", 5);
next->centerX();
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);
gameover_collision.setInfinite();
gameover->addCollision(gameover_collision);
gameover->setId(GAME_OVER);
gameover->setColiderColor("FF0000");
scene.addObject(gameover);
auto score_text = std::make_shared<SDLPP::RectangleRender>(0.8, 0.1, 0.2, 0.1, r);
score_text->setTexture(*font, "SCORE", "#FFFFFF", "#000000", 5);
score_text->centerX();
scene.addObject(score_text);
score_texture = std::make_shared<SDLPP::RectangleRender>(0.8, 0.2, 0.2, 0.1, r);
score_texture->setTexture(*font, std::to_string(score), "#FFFFFF", "#000000", 5);
score_texture->centerX();
score_texture->setId(123);
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);
colider_colider.setInfinite();
colider->addCollision(colider_colider);
colider->setId(COLIDER_ID);
line_coliders.push_back(colider);
scene.addObject(colider);
}
}
void updateScore() {
score_texture->setTexture(*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::RectangleRender>(0.25, 0.1, 0.5, 0.3, r);
y->setTexture(*font, "PAUSED", "#FFFFFF", "#000000", 5);
y->setId(0);
y->centerX();
scene.addObject(y);
auto resume = std::make_shared<SDLPP::RectangleRender>(0.4, 0.5, 0.2, 0.1, r);
resume->setTexture(*font, "Resume", "#FFFFFF", "#000000", 5);
resume->setColor("#FFFFFF40");
resume->centerX();
scene.addObject(resume);
pause_options.push_back(resume);
auto quit = std::make_shared<SDLPP::RectangleRender>(0.4, 0.7, 0.2, 0.1, r);
quit->setTexture(*font, "Quit Game", "#FFFFFF", "#000000", 5);
quit->centerX();
scene.addObject(quit);
pause_options.push_back(quit);
}
void quitGame() {
std::cout << "Quitting!" << std::endl;
quit = true;
}
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()) {
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();
x->setPos(pos.first + 0.04, pos.second);
}
}
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;
}
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;
}
}
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;
}
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;
}
}
}