#ifndef TETRIS_CUSTOM_CLASSES_H #define TETRIS_CUSTOM_CLASSES_H #include "../sdlpp/sdlpp.hpp" #include "config.hpp" class TetrisBlock : public SDLPP::RectangleRender { public: TetrisBlock() = delete; TetrisBlock( double x, double y, double w, double h, const std::shared_ptr< SDLPP::Renderer > &r, const std::string &img_or_color, bool is_polygon, int index, std::shared_ptr< SDLPP::Scene > scene, std::vector< int > &bag ) : RectangleRender( x, y, w, h, r, img_or_color, is_polygon ), pieces_bag( bag ) { _index = index; pieces_bag[_index]--; _scene = scene; setColors(); if ( g_show_3d ) setTexture( "block.png" ); } TetrisBlock( const TetrisBlock &other ) : TetrisBlock( other.getDoubleRect().first.first, other.getDoubleRect().first.second, other.getDoubleRect().second.first, other.getDoubleRect().second.second, other.getRenderer(), other.getColor(), true, other._index, other._scene, other.pieces_bag ) {} ~TetrisBlock() { if ( _index != PIECE_SHADOW ) pieces_bag[_index]++; } virtual std::shared_ptr< RenderObject > copySelf() override { return std::make_shared< TetrisBlock >( *this ); } std::shared_ptr< TetrisBlock > copyInScene() { auto ret = std::shared_ptr< TetrisBlock >( new TetrisBlock( *this ) ); _scene->addObject( ret ); return ret; } bool isSamePos( const SDLPP::RenderObject &other ) const { auto mypos = getPos(); auto otherpos = other.getPos(); auto diff1 = mypos.first - otherpos.first; diff1 = ( diff1 < 0 ) * ( -1 ) * diff1 + ( diff1 > 0 ) * diff1; auto diff2 = mypos.second - otherpos.second; diff2 = ( diff2 < 0 ) * ( -1 ) * diff2 + ( diff2 > 0 ) * diff2; return diff1 < 0.0001 && diff2 < 0.0001; } virtual void specialAction( int code ) override { switch ( code ) { case PIECE_ACTION_UPDATE_COLOR: { setColors(); if ( g_show_3d ) setTexture( "block.png" ); else unsetTexture(); } default: break; } } void turnIntoShadow() { setId( SHADOW_ID ); // shadows don't consume pieces from bag pieces_bag[_index]++; _index = PIECE_SHADOW; setColors(); } private: std::string getPieceName() { switch ( _index ) { case PIECE_BRICK: return "piece_brick"; case PIECE_T: return "piece_T"; case PIECE_L_RIGHT: return "piece_L_right"; case PIECE_Z_RIGHT: return "piece_Z_right"; case PIECE_LINE: return "piece_line"; case PIECE_L_LEFT: return "piece_L_left"; case PIECE_Z_LEFT: return "piece_Z_left"; case PIECE_SHADOW: return "shadow"; default: break; } return ""; } void setColors() { auto piece_name = getPieceName(); setColor( colors[piece_name] ); setOutlineColor( colors[piece_name + "_out"] ); } int _index = 0; std::shared_ptr< SDLPP::Scene > _scene; std::vector< int > &pieces_bag; }; class TetrisPiece { public: TetrisPiece() { original_pos.reserve( 4 ); } void addPiece( std::shared_ptr< TetrisBlock > 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() { if ( !rotate_allowed ) return; for ( unsigned long i = 0; i < pieces.size(); i++ ) { auto &piece = pieces[i]; auto &positions = pieces_rel_position[i]; auto position = piece->getPos(); original_pos[i] = position; position.first += positions[0] * BLOCK_SIZE; position.first -= positions[1] * BLOCK_SIZE; position.second += positions[2] * BLOCK_SIZE; position.second -= positions[3] * BLOCK_SIZE; 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] * BLOCK_SIZE; position.first += positions[1] * BLOCK_SIZE; position.second -= positions[2] * BLOCK_SIZE; position.second += positions[3] * BLOCK_SIZE; piece->setPos( position.first, position.second ); } } void revert() { for ( unsigned long i = 0; i < pieces.size(); i++ ) { auto &piece = pieces[i]; auto &positions = pieces_rel_position[i]; piece->setPos( original_pos[i].first, original_pos[i].second ); auto top = positions[1]; auto bottom = positions[0]; positions[1] = positions[3]; positions[0] = positions[2]; positions[2] = top; positions[3] = bottom; } } std::vector< std::shared_ptr< TetrisBlock > > &getObjects() { return pieces; } void setPos( double x, double y ) { for ( unsigned long i = 0; i < pieces.size(); i++ ) { auto &piece = pieces[i]; auto &positions = pieces_rel_position[i]; std::pair< double, double > pos = { x, y }; pos.first -= positions[0] * BLOCK_SIZE; pos.first += positions[1] * BLOCK_SIZE; pos.second -= positions[2] * BLOCK_SIZE; pos.second += positions[3] * BLOCK_SIZE; piece->setPos( pos.first, pos.second ); } } void setPos( const std::pair< double, double > &pos ) { setPos( pos.first, pos.second ); } std::pair< double, double > getPos() { auto &piece = pieces[0]; auto &relpositions = pieces_rel_position[0]; auto pos = piece->getPos(); pos.first += relpositions[0] * BLOCK_SIZE; pos.first -= relpositions[1] * BLOCK_SIZE; pos.second += relpositions[2] * BLOCK_SIZE; pos.second -= relpositions[3] * BLOCK_SIZE; return pos; } void clear() { pieces.clear(); pieces_rel_position.clear(); } void startDescend() { descend = true; } void stopDescend() { descend = false; } void startMovement() { userMovement += 1; } void stopMovement() { userMovement -= 1; } bool isDescending() { return descend; } bool isMoving() { return userMovement > 0; } bool isLeft( const SDLPP::RenderObject &block ) const { return isPosition( block, 0 ); } bool isRight( const SDLPP::RenderObject &block ) const { return isPosition( block, 1 ); } void movePiece( double x, double y ) { for ( auto &block : getObjects() ) { auto pos = block->getPos(); block->setPos( pos.first + x, pos.second + y ); } } void disableRotation() { rotate_allowed = false; } void turnIntoShadow() { for ( auto &block : getObjects() ) block->turnIntoShadow(); setHidden( !g_show_shadow ); } std::shared_ptr< TetrisPiece > copySelf() { auto ret = std::make_shared< TetrisPiece >(); for ( int i = 0; i < 4; i++ ) { auto block = pieces[i]->copyInScene(); block->centerX(); ret->addBlockInPos( block, pieces_rel_position[i] ); } if ( !rotate_allowed ) ret->disableRotation(); ret->setHidden( _hidden ); return ret; } void destroy() { for ( auto &x : getObjects() ) { x->destroy(); } } void addMovement( int x, int y ) { movement.first += x; movement.second += y; } std::pair< int, int > getMovement() const { return movement; } void setHidden( bool hidden ) { _hidden = hidden; for ( auto &x : getObjects() ) { x->setHidden( hidden ); } } bool getHidden() { return _hidden; } private: bool isPosition( const SDLPP::RenderObject &block, int pos ) const { for ( int i = 0; i < 4; i++ ) { if ( pieces[i]->isSamePos( block ) ) { return pieces_rel_position[i][pos] != 0; } } return false; } void resetBlock( int index, std::shared_ptr< TetrisBlock > piece ) { piece->setPos( pieces[index]->getPos() ); pieces[index] = piece; } void addBlockInPos( std::shared_ptr< TetrisBlock > piece, const std::vector< int > &relpos ) { pieces.push_back( piece ); pieces_rel_position.push_back( relpos ); } std::vector< std::vector< int > > pieces_rel_position; std::vector< std::shared_ptr< TetrisBlock > > pieces; std::vector< std::pair< double, double > > original_pos; bool descend = false; int userMovement = 0; bool rotate_allowed = true; std::pair< int, int > movement = { 0, 0 }; bool _hidden = false; }; #endif