#ifndef TETRIS_CUSTOM_CLASSES_H #define TETRIS_CUSTOM_CLASSES_H #include "../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 scene, std::vector &bag ) : RectangleRender( x, y, w, h, r, img_or_color, is_polygon ), pieces_bag(bag) { _index = index; pieces_bag[_index]--; _scene = scene; } 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() { pieces_bag[_index]++; } virtual std::shared_ptr copySelf() override { return std::make_shared(*this); } std::shared_ptr copyInScene() { auto ret = std::shared_ptr(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: { auto piece_name = getPieceName(); setColor(colors[piece_name]); setOutlineColor(colors[piece_name + "_out"]); } default: break; } } 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"; default: break; } return ""; } int _index = 0; std::shared_ptr _scene; std::vector &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 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 &pos) { setPos(pos.first, pos.second); } std::pair 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->setId(SHADOW_ID); block->setColor(colors["shadow"]); } setHidden(!g_show_shadow); } std::shared_ptr copySelf() { auto ret = std::make_shared(); for(int i = 0; i < 4; i++) { auto block = pieces[i]->copyInScene(); block->centerX(); ret->addBlockInPos(block, pieces_rel_position[i]); } return ret; } void destroy() { for(auto &x : getObjects()) { x->destroy(); } } void addMovement(int x, int y) { movement.first += x; movement.second += y; } std::pair 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 piece, const std::vector &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 movement = {0,0}; bool _hidden = false; }; #endif