#include "functions.hpp" #include "custom_classes.hpp" #include "global_vars.hpp" #include "scenes.hpp" #include bool validPos(SDLPP::Scene &scene, std::shared_ptr piece) { auto ret = true; for ( auto &x : piece->getObjects() ) { auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } ); if ( collisions.size() > 1 ) { ret = false; break; } } return ret; } void updateShadow(SDLPP::Scene &scene) { if(!g_cur_object) { g_cur_shadow->destroy(); g_cur_shadow.reset(); return; } g_cur_shadow->setPos(g_cur_object->getPos()); double shadow_drop = BOTTOM_BORDER; auto &invalid_objects = g_cur_object->getObjects(); for( auto &x : g_cur_shadow->getObjects() ) { if(BOTTOM_BORDER - x->getPos().second < shadow_drop) shadow_drop = BOTTOM_BORDER - x->getPos().second; g_shadow_colider->setPos(x->getPos().first, TOP_BORDER); auto collisions = scene.getCollisions( *g_shadow_colider, { BRICK_ID } ); auto curY = x->getPos().second; for(auto &col : collisions) { auto colY = col->getPos().second; if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end()) continue; auto possible_drop = colY - curY; if(possible_drop < shadow_drop && possible_drop >= 0) shadow_drop = colY - curY; } } shadow_drop -= BLOCK_SIZE; g_cur_shadow->setPos(g_cur_shadow->getPos().first, g_cur_shadow->getPos().second + shadow_drop); } void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) { if ( !g_cur_object ) return; auto movement = g_cur_object->getMovement(); g_ticks_till_fall -= ticks; if ( g_cur_object->isDescending() ) g_ticks_till_descend -= ticks; if ( g_cur_object->isMoving() ) g_ticks_till_movement -= ticks; if ( g_ticks_till_fall > 0 ) { if ( g_cur_object->isDescending() && g_ticks_till_descend <= 0 ) { g_ticks_till_descend = TICKS_TILL_DESCEND; g_cur_object->movePiece(0, movement.second * BLOCK_SIZE); if(!validPos(*scene, g_cur_object)) { g_cur_object->movePiece(0, movement.second * -BLOCK_SIZE); return; } else goto check_floor; } if ( g_cur_object->isMoving() && g_ticks_till_movement <= 0 ) { g_ticks_till_movement = TICKS_TILL_MOVE; g_cur_object->movePiece(movement.first * BLOCK_SIZE, 0); if(!validPos(*scene, g_cur_object)) { g_cur_object->movePiece(movement.first * -BLOCK_SIZE, 0); return; } else goto check_floor; } return; } g_ticks_till_fall = TICKS_TILL_FALL; g_cur_object->movePiece(0, BLOCK_SIZE); check_floor: bool fell = false; for ( auto &x : g_cur_object->getObjects() ) { auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } ); if ( collisions.size() > 1 ) { fell = true; break; } } if ( fell ) { g_cur_object->movePiece(0, -BLOCK_SIZE); for ( auto &block : g_cur_object->getObjects() ) { if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) { g_pause = PAUSE_GAME_OVER; g_game_over_scene->updateSizeAndPosition(); g_active_scenes.push_back( g_game_over_scene ); g_input_functions.push_back(gameOverSceneInput); break; } } g_cur_object.reset(); } updateShadow(*scene); } void quitGame() { std::cout << "Quitting!" << std::endl; g_quit = true; } void resetGame() { g_pause = 0; g_cur_object.reset(); g_checked_line = true; g_next_object.reset(); g_score = 0; g_update_score = true; g_main_scene->resetScene(); g_main_scene->setPrevTicks( SDL_GetTicks() ); g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )]( g_main_scene->getRendererShared(), g_main_scene ); g_next_object->setPos( 0.9, 0.5 ); g_active_scenes.push_back( g_main_scene ); g_active_scenes = {g_main_scene}; g_input_functions = {mainSceneInput}; } int crashFlags( std::shared_ptr piece, std::shared_ptr block, SDLPP::Scene &scene, int left, int right, int bottom) { int retFlags = 0; auto collisions = scene.getCollisions(*block, {BORDER_LEFT_ID, BORDER_RIGHT_ID, FLOOR_ID}); for(auto &col : collisions) { switch(col->getId()) { case BORDER_LEFT_ID: retFlags |= left; break; case BORDER_RIGHT_ID: retFlags |= right; break; case FLOOR_ID: retFlags |= right; default: break; } } collisions = scene.getCollisions(*block, {BRICK_ID}); if(collisions.size() > 1) { for(auto &col : collisions) { if(piece->isLeft(*col)) retFlags |= left; else if(piece->isRight(*col)) retFlags |= right; else retFlags |= bottom; } } return retFlags; } bool checkRotation( std::shared_ptr piece, SDLPP::Scene &scene ) { int crash = 0; int cur_left = 0x01; int cur_right = 0x02; int was_left = 0x04; int was_right = 0x08; int bottom = 0x10; int counter = 0; do { counter++; if(counter > 5) { piece->revert(); return false; } crash = 0; for(auto &block : piece->getObjects()) { crash |= crashFlags(piece, block, scene, cur_left, cur_right, bottom); } if(crash & bottom || (crash & cur_left && crash & cur_right) || (crash & cur_left && crash & was_right) || (crash & cur_right && crash & was_left)) { piece->revert(); return false; } crash &= ~(was_left | was_right); if(crash & cur_left) { piece->movePiece(BLOCK_SIZE, 0); crash &= ~cur_left; crash |= was_left; } if(crash & cur_right) { piece->movePiece(-BLOCK_SIZE, 0); crash &= ~cur_right; crash |= was_right; } } while(crash); return true; } std::shared_ptr< TetrisBlock > createTetrisBlock( double x, double y, const std::string &color, const std::string &outline, int index, std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, color, true, index, scene, g_bag ); 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; } std::shared_ptr< TetrisPiece > tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_brick"]; auto outline = colors["piece_brick_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_BRICK, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_BRICK, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_BRICK, renderer, scene ), -1, 1 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_BRICK, renderer, scene ), 0, 1 ); retPiece->disableRotation(); return retPiece; } std::shared_ptr< TetrisPiece > tetrisT( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_T"]; auto outline = colors["piece_T_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_T, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_T, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_T, renderer, scene ), 0, -1 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_T, renderer, scene ), 1, 0 ); return retPiece; } std::shared_ptr< TetrisPiece > tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_L_right"]; auto outline = colors["piece_L_right_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_RIGHT, renderer, scene ), -2, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_RIGHT, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_RIGHT, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_L_RIGHT, renderer, scene ), 0, -1 ); return retPiece; } std::shared_ptr< TetrisPiece > tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_Z_right"]; auto outline = colors["piece_Z_right_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_Z_RIGHT, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_Z_RIGHT, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_RIGHT, renderer, scene ), 0, -1 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_Z_RIGHT, renderer, scene ), 1, -1 ); return retPiece; } std::shared_ptr< TetrisPiece > tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_line"]; auto outline = colors["piece_line_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ), 1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ), 2, 0 ); return retPiece; } std::shared_ptr< TetrisPiece > tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_L_left"]; auto outline = colors["piece_L_left_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_L_LEFT, renderer, scene ), 0, -1 ); retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_LEFT, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_LEFT, renderer, scene ), 1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_L_LEFT, renderer, scene ), 2, 0 ); return retPiece; } std::shared_ptr< TetrisPiece > tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer, std::shared_ptr< SDLPP::Scene > scene ) { auto retPiece = std::make_shared< TetrisPiece >(); auto color = colors["piece_Z_left"]; auto outline = colors["piece_Z_left_out"]; retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color, outline, TETRIS_Z_LEFT, renderer, scene ), -1, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_LEFT, renderer, scene ), 0, 0 ); retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_Z_LEFT, renderer, scene ), 0, 1 ); retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color, outline, TETRIS_Z_LEFT, renderer, scene ), 1, 1 ); return retPiece; } void updateColors() { for(auto &x : g_main_scene->getObjects({BRICK_ID})) { x->specialAction(PIECE_ACTION_UPDATE_COLOR); } for(auto &x : g_main_scene->getObjects({BARRIER_ID})) { x->setColor(colors["barrier"]); } for(auto &x : g_main_scene->getObjects({BACKGROUND_ID})) { x->setColor(colors["background"]); } for(auto &x : g_main_scene->getObjects({SHADOW_ID})) { x->setColor(colors["shadow"]); } for(auto &x : g_main_scene->getObjects({LINE_ID})) { x->setColor(colors["line"]); } for(auto &x : g_main_scene->getObjects({TEXT_ID})) { std::dynamic_pointer_cast(x)->setTextColor(*g_font, colors["text"], colors["text_out"], 5); } g_menu_options[g_menu_select]->setColor(colors["menu_item_background"]); g_game_over_options[g_game_over_select]->setColor(colors["menu_item_background"]); g_options_options[g_options_select]->setColor(colors["menu_item_background"]); for(auto &x : g_menu_scene->getObjects({MENU_BACKGROUND_ID})) { x->setColor(colors["menu_background"]); } for(auto &x : g_game_over_scene->getObjects({MENU_BACKGROUND_ID})) { x->setColor(colors["menu_background"]); } for(auto &x : g_options_scene->getObjects({MENU_BACKGROUND_ID})) { x->setColor(colors["menu_background"]); } for(auto &x : g_options_scene->getObjects({MENU_ITEM_ID})) { std::dynamic_pointer_cast(x)->setTextColor(*g_font, colors["text"], colors["text_out"]); } }