Added FEATURE flag, fixed rare segfault
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bb502b37f4
commit
fbe122a5b9
@ -10,7 +10,7 @@ OUTPUTFLAG = -Fo
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else
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UNAME_S := $(shell uname -s)
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CXX ?= g++
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CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2
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CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2 # -DDEBUG -DFEATURE # -g -fsanitize=address
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OBJEXT = o
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LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread
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OUTPUTFLAG = -o
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@ -1,6 +1,9 @@
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#include "custom_classes.hpp"
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std::shared_ptr< SDLPP::Texture > TetrisBlock::block_texture = nullptr;
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#ifdef FEATURE
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const std::vector<SDL_Rect> blockanim = {{0,0,125,125}, {125,0,250,125}, {125,125,250,250}, {0,125,125,250}};
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#endif
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TetrisBlock::TetrisBlock( double x, double y, double w, double h,
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const std::shared_ptr< SDLPP::Renderer > &r,
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@ -13,11 +16,19 @@ TetrisBlock::TetrisBlock( double x, double y, double w, double h,
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pieces_bag[_index]--;
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_scene = scene;
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setColors();
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if ( TetrisBlock::block_texture == nullptr )
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if ( TetrisBlock::block_texture == nullptr ) {
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TetrisBlock::block_texture =
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std::make_shared< SDLPP::Texture >( renderer, "block.png" );
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TetrisBlock::block_texture->setAlpha(240);
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}
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if ( g_show_3d )
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#ifdef FEATURE
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setTexture( TetrisBlock::block_texture, 0, 0, 125, 125 );
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setAnimationFrames( blockanim );
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setAnimationSpeed(4);
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#else
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setTexture( TetrisBlock::block_texture );
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#endif
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}
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TetrisBlock::TetrisBlock( const TetrisBlock &other )
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@ -66,7 +77,11 @@ void TetrisBlock::specialAction( int code ) {
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// fallthrough
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case PIECE_ACTION_UPDATE_BLOCK:
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if ( g_show_3d )
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setTexture( "block.png" );
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#ifdef FEATURE
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setTexture( TetrisBlock::block_texture, 0, 0, 125, 125 );
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#else
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setTexture( TetrisBlock::block_texture );
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#endif
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else
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unsetTexture();
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default:
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@ -101,6 +101,9 @@ check_floor:
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g_update_scenes.push_back(g_game_over_scene);
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g_active_scenes.push_back( g_game_over_scene );
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g_input_functions.push_back( gameOverSceneInput );
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#ifdef FEATURE
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pauseBlocks();
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#endif
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break;
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}
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}
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@ -419,6 +422,19 @@ void updateBlocks() {
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x->specialAction( PIECE_ACTION_UPDATE_BLOCK );
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}
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}
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#ifdef FEATURE
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void pauseBlocks() {
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for ( auto &x : g_main_scene->getObjects( { BRICK_ID, SHADOW_ID } ) ) {
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x->pauseAnimation();
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}
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}
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void resumeBlocks() {
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for ( auto &x : g_main_scene->getObjects( { BRICK_ID, SHADOW_ID } ) ) {
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x->resumeAnimation();
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}
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}
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#endif
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void updateColors() {
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for ( auto &x : g_main_scene->getObjects( { BRICK_ID, SHADOW_ID } ) ) {
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@ -35,5 +35,9 @@ tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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void updateColors();
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void updateBlocks();
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void updateSize();
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#ifdef FEATURE
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void pauseBlocks();
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void resumeBlocks();
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#endif
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#endif
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@ -27,6 +27,12 @@ void addMainSceneItems( SDLPP::Scene &scene,
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bg->setPermanent();
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bg->setId( BACKGROUND_ID );
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scene.addObject( bg );
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#ifdef FEATURE
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auto testcircle = std::make_shared< SDLPP::CircleRender >(
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LEFT_BORDER, 0.2, 0.05, r, "#FF00AA", true );
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testcircle->centerX();
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scene.addObject( testcircle );
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#endif
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// create coliders for counting blocks in line
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double posy = 1;
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@ -311,6 +317,9 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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g_update_scenes.push_back( g_menu_scene );
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g_active_scenes.push_back( g_menu_scene );
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g_input_functions.push_back( menuSceneInput );
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#ifdef FEATURE
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pauseBlocks();
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#endif
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break;
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case SDLK_LEFT:
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case SDLK_a:
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@ -490,6 +499,9 @@ void handleKeyDownMenu( SDL_Keycode key ) {
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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#ifdef FEATURE
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resumeBlocks();
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#endif
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} break;
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#ifdef DEBUG
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case SDLK_r:
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@ -599,6 +611,9 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
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case SDLK_RETURN:
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switch ( g_game_over_select ) {
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case GAME_OVER_RESTART:
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#ifdef FEATURE
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resumeBlocks();
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#endif
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resetGame();
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break;
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case GAME_OVER_QUIT:
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@ -693,7 +708,8 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_SHADOW].get() )
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->changeText( std::string( "Show shadow: " ) +
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( g_show_shadow ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_SHADOW]);
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g_update_objects.push_back(
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g_options_options[OPTIONS_MENU_SHADOW] );
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break;
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case OPTIONS_MENU_3D:
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g_show_3d = !g_show_3d;
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@ -726,7 +742,8 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_SHADOW].get() )
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->changeText( std::string( "Show shadow: " ) +
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( g_show_shadow ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_SHADOW]);
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g_update_objects.push_back(
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g_options_options[OPTIONS_MENU_SHADOW] );
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break;
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case OPTIONS_MENU_3D:
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g_show_3d = !g_show_3d;
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@ -148,19 +148,19 @@ int main() {
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updateSize();
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g_update_size = false;
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}
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for(size_t i = 0; i < g_update_scenes.size(); i++) {
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while ( !g_update_scenes.empty() ) {
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g_update_scenes.back()->updateSizeAndPosition();
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g_update_scenes.pop_back();
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}
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for(size_t i = 0; i < g_update_objects.size(); i++) {
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while ( !g_update_objects.empty() ) {
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g_update_objects.back()->updateSizeAndPosition();
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g_update_objects.pop_back();
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}
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renderer->clearRenderer();
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for ( auto &x : g_active_scenes ) {
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x->renderScene( false );
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for ( size_t i = 0; i < g_active_scenes.size(); i++ ) {
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g_active_scenes[i]->updateScene();
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g_active_scenes[i]->renderScene( false );
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}
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renderer->presentRenderer();
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g_wait_for_anim = false;
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