#include "../sdlpp.hpp" #include "config.hpp" #include "custom_classes.hpp" #include "scenes.hpp" #include "global_vars.hpp" #include "functions.hpp" #include #include #include #ifdef _WIN32 #include "../SDL2/SDL2_framerate.h" #include #include #include #else #include #endif // UNIX std::vector< std::shared_ptr< SDLPP::RenderObject > > line_coliders{}; void updateScore(std::shared_ptr font) { g_score_texture->setText( *font, std::to_string( g_score ), colors["text"], colors["text_out"], 5 ); } void doInput() { FPSmanager gFPS; SDL_initFramerate( &gFPS ); SDL_setFramerate( &gFPS, 200 ); auto base = SDL_GetTicks(); while ( !g_quit ) { base = SDL_GetTicks(); SDL_framerateDelay( &gFPS ); g_input_functions.back()(g_main_scene, base, line_coliders); } } void prepareShadowColider(std::shared_ptr r) { g_shadow_colider = std::make_shared< SDLPP::RectangleRender >( 0, TOP_BORDER, BLOCK_SIZE, BOTTOM_BORDER - TOP_BORDER, r ); g_shadow_colider->addCollision(SDLPP::Rect( 0.1, 0.01, 0.8, 0.98 )); g_shadow_colider->setId( COLIDER_ID ); g_shadow_colider->setStatic(); g_shadow_colider->centerX(); } #ifdef _WIN32 int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR szCmdLine, int nCmdShow) { #else int main() { #endif SDLPP::init(); SDLPP::Window w( "Tetris clone!" ); w.setResizable(true); auto renderer = std::make_shared< SDLPP::Renderer >( w ); g_active_renderer = renderer; renderer->setBlendMode( SDL_BLENDMODE_BLEND ); prepareShadowColider(renderer); g_font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 ); g_main_scene = prepareMainScene(renderer, g_font); line_coliders = g_main_scene->getObjects( {COLIDER_ID} ); g_score_texture = std::dynamic_pointer_cast(g_main_scene->getObjects( {SCORE_TEXTURE_ID} )[0]); g_active_scenes.push_back( g_main_scene ); g_main_scene->saveScene(); g_menu_scene = prepareMenuScene(renderer, g_font); g_game_over_scene = prepareGameOverScene(renderer, g_font); g_options_scene = prepareOptionsScene(renderer, g_font); auto base = SDL_GetTicks(); int frames = 0; std::srand( std::time( nullptr ) ); FPSmanager gFPS; SDL_initFramerate( &gFPS ); SDL_setFramerate( &gFPS, 60 ); std::thread inputThread( doInput ); inputThread.detach(); g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )]( renderer, g_main_scene ); g_next_object->setPos( 0.9, 0.5 ); g_input_functions.push_back(mainSceneInput); while ( !g_quit ) { SDL_PumpEvents(); SDL_framerateDelay( &gFPS ); if ( !g_cur_object && g_checked_line ) { std::lock_guard< std::mutex > guard( g_movement_mutex ); g_cur_object = g_next_object; g_cur_object->setPos( 0.5, TOP_BORDER - BLOCK_SIZE ); g_cur_shadow = g_cur_object->copySelf(); g_cur_shadow->turnIntoShadow(); for(auto &piece : g_cur_shadow->getObjects()) { g_main_scene->moveZ(piece, -4); } updateShadow(*g_main_scene); auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 ); int retries = 0; while ( g_bag[rand_index] < 4 ) { rand_index = ( rand_index + 1 ) % 7; retries++; if ( retries == 7 ) quitGame(); } g_next_object.reset(); g_next_object = g_tetrisFunctions[rand_index]( renderer, g_main_scene ); g_next_object->setPos( 0.9, 0.5 ); g_checked_line = false; } if ( g_update_score ) { updateScore(g_font); g_update_score = false; } if ( g_update_colors ) { updateColors(); g_update_colors = false; } renderer->clearRenderer(); for(auto &x : g_active_scenes) { x->renderScene(false); } renderer->presentRenderer(); g_wait_for_anim = false; frames++; if ( SDL_GetTicks() - base >= 1000 ) { base = SDL_GetTicks(); std::cout << "FPS: " << frames << std::endl; frames = 0; } } return 0; }