game/tetris/custom_classes.cpp
2021-03-13 18:37:23 +01:00

338 lines
9.5 KiB
C++

#include "custom_classes.hpp"
std::shared_ptr< SDLPP::Texture > TetrisBlock::block_texture = nullptr;
#ifdef FEATURE
const std::vector< SDL_Rect > blockanim = { { 0, 0, 125, 125 },
{ 125, 0, 250, 125 },
{ 125, 125, 250, 250 },
{ 0, 125, 125, 250 } };
#endif
TetrisBlock::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 ( TetrisBlock::block_texture == nullptr ) {
TetrisBlock::block_texture =
std::make_shared< SDLPP::Texture >( renderer, "block.png" );
TetrisBlock::block_texture->setAlpha( 240 );
}
if ( g_show_3d )
#ifdef FEATURE
setTexture( TetrisBlock::block_texture, 0, 0, 125, 125 );
setAnimationFrames( blockanim );
setAnimationSpeed( 4 );
#else
setTexture( TetrisBlock::block_texture );
#endif
}
TetrisBlock::TetrisBlock( const TetrisBlock &other )
: TetrisBlock( other.getDoubleRect().first.getX(),
other.getDoubleRect().first.getY(),
other.getDoubleRect().second.getX(),
other.getDoubleRect().second.getY(), other.getRenderer(),
other.getColor(), true, other._index, other._scene,
other.pieces_bag ) {}
TetrisBlock::~TetrisBlock() {
if ( _index != PIECE_SHADOW )
pieces_bag[_index]++;
}
std::shared_ptr< SDLPP::RenderObject > TetrisBlock::copySelf() {
auto ret = std::make_shared< TetrisBlock >( *this );
copyTo( ret );
return ret;
}
void TetrisBlock::copyTo( std::shared_ptr< SDLPP::RenderObject > other ) {
RectangleRender::copyTo( other );
}
std::shared_ptr< TetrisBlock > TetrisBlock::copyInScene() {
auto ret = std::shared_ptr< TetrisBlock >( new TetrisBlock( *this ) );
_scene->addObject( ret );
return ret;
}
bool TetrisBlock::isSamePos( const SDLPP::RenderObject &other ) const {
auto mypos = getPos();
auto otherpos = other.getPos();
auto diff1 = mypos.getX() - otherpos.getX();
diff1 = ( diff1 < 0 ) * ( -1 ) * diff1 + ( diff1 > 0 ) * diff1;
auto diff2 = mypos.getY() - otherpos.getY();
diff2 = ( diff2 < 0 ) * ( -1 ) * diff2 + ( diff2 > 0 ) * diff2;
return diff1 < 0.0001 && diff2 < 0.0001;
}
void TetrisBlock::specialAction( int code ) {
switch ( code ) {
case PIECE_ACTION_UPDATE_COLOR:
setColors();
// fallthrough
case PIECE_ACTION_UPDATE_BLOCK:
if ( g_show_3d )
#ifdef FEATURE
setTexture( TetrisBlock::block_texture, 0, 0, 125, 125 );
#else
setTexture( TetrisBlock::block_texture );
#endif
else
unsetTexture();
default:
break;
}
}
void TetrisBlock::turnIntoShadow() {
setId( SHADOW_ID );
// shadows don't consume pieces from bag
pieces_bag[_index]++;
_index = PIECE_SHADOW;
setColors();
}
std::string TetrisBlock::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 TetrisBlock::setColors() {
auto piece_name = getPieceName();
setColor( colors[piece_name] );
setOutlineColor( colors[piece_name + "_out"] );
}
TetrisPiece::TetrisPiece() {
original_pos.reserve( 4 );
}
void TetrisPiece::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 TetrisPiece::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 piece_position = piece->getPos();
original_pos[i] = piece_position;
piece_position +=
{ positions[0] * BLOCK_SIZE - positions[1] * BLOCK_SIZE,
positions[2] * BLOCK_SIZE - 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;
piece_position +=
{ positions[1] * BLOCK_SIZE - positions[0] * BLOCK_SIZE,
positions[3] * BLOCK_SIZE - positions[2] * BLOCK_SIZE };
piece->setPos( piece_position );
}
}
void TetrisPiece::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] );
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 > > &TetrisPiece::getObjects() {
return pieces;
}
void TetrisPiece::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 TetrisPiece::setPos( const std::pair< double, double > &pos ) {
setPos( pos.first, pos.second );
}
void TetrisPiece::setPos( const SDLPP::Vec2D< double > &vec ) {
setPos( vec.getX(), vec.getY() );
}
SDLPP::Vec2D< double > TetrisPiece::getPos() {
auto &piece = pieces[0];
auto &relpositions = pieces_rel_position[0];
auto pos = piece->getPos();
pos += { relpositions[0] * BLOCK_SIZE - relpositions[1] * BLOCK_SIZE,
relpositions[2] * BLOCK_SIZE - relpositions[3] * BLOCK_SIZE };
return pos;
}
void TetrisPiece::clear() {
pieces.clear();
pieces_rel_position.clear();
}
void TetrisPiece::startDescend() {
descend = true;
}
void TetrisPiece::stopDescend() {
descend = false;
}
void TetrisPiece::startMovement() {
userMovement += 1;
}
void TetrisPiece::stopMovement() {
userMovement -= 1;
}
bool TetrisPiece::isDescending() {
return descend;
}
bool TetrisPiece::isMoving() {
return userMovement > 0;
}
bool TetrisPiece::isLeft( const SDLPP::RenderObject &block ) const {
return isPosition( block, 0 );
}
bool TetrisPiece::isRight( const SDLPP::RenderObject &block ) const {
return isPosition( block, 1 );
}
void TetrisPiece::movePiece( double x, double y ) {
for ( auto &block : getObjects() ) {
auto pos = block->getPos();
block->setPos( pos + SDLPP::Vec2D< double >( x, y ) );
}
}
void TetrisPiece::disableRotation() {
rotate_allowed = false;
}
void TetrisPiece::turnIntoShadow() {
for ( auto &block : getObjects() )
block->turnIntoShadow();
setHidden( !g_show_shadow );
}
std::shared_ptr< TetrisPiece > 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 TetrisPiece::destroy() {
for ( auto &x : getObjects() ) {
x->destroy();
}
}
void TetrisPiece::addMovement( int x, int y ) {
movement.first += x;
movement.second += y;
}
std::pair< int, int > TetrisPiece::getMovement() const {
return movement;
}
void TetrisPiece::setHidden( bool hidden ) {
_hidden = hidden;
for ( auto &x : getObjects() ) {
x->setHidden( hidden );
}
}
bool TetrisPiece::getHidden() {
return _hidden;
}
bool TetrisPiece::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 TetrisPiece::resetBlock( int index,
std::shared_ptr< TetrisBlock > piece ) {
piece->setPos( pieces[index]->getPos() );
pieces[index] = piece;
}
void TetrisPiece::addBlockInPos( std::shared_ptr< TetrisBlock > piece,
const std::vector< int > &relpos ) {
pieces.push_back( piece );
pieces_rel_position.push_back( relpos );
}