Tetris: formatting
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+15
-14
@@ -2,7 +2,10 @@
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std::shared_ptr< SDLPP::Texture > TetrisBlock::block_texture = nullptr;
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#ifdef FEATURE
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const std::vector<SDL_Rect> blockanim = {{0,0,125,125}, {125,0,250,125}, {125,125,250,250}, {0,125,125,250}};
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const std::vector< SDL_Rect > blockanim = { { 0, 0, 125, 125 },
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{ 125, 0, 250, 125 },
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{ 125, 125, 250, 250 },
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{ 0, 125, 125, 250 } };
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#endif
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TetrisBlock::TetrisBlock( double x, double y, double w, double h,
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@@ -19,13 +22,13 @@ TetrisBlock::TetrisBlock( double x, double y, double w, double h,
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if ( TetrisBlock::block_texture == nullptr ) {
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TetrisBlock::block_texture =
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std::make_shared< SDLPP::Texture >( renderer, "block.png" );
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TetrisBlock::block_texture->setAlpha(240);
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TetrisBlock::block_texture->setAlpha( 240 );
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}
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if ( g_show_3d )
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#ifdef FEATURE
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setTexture( TetrisBlock::block_texture, 0, 0, 125, 125 );
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setAnimationFrames( blockanim );
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setAnimationSpeed(4);
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setAnimationSpeed( 4 );
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#else
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setTexture( TetrisBlock::block_texture );
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#endif
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@@ -154,20 +157,18 @@ void TetrisPiece::rotate() {
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auto &positions = pieces_rel_position[i];
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auto piece_position = piece->getPos();
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original_pos[i] = piece_position;
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piece_position += { positions[0] * BLOCK_SIZE -
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positions[1] * BLOCK_SIZE,
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positions[2] * BLOCK_SIZE -
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positions[3] * BLOCK_SIZE };
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piece_position +=
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{ positions[0] * BLOCK_SIZE - positions[1] * BLOCK_SIZE,
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positions[2] * BLOCK_SIZE - positions[3] * BLOCK_SIZE };
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auto bottom = positions[3];
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auto top = positions[2];
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positions[3] = positions[1];
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positions[2] = positions[0];
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positions[1] = top;
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positions[0] = bottom;
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piece_position += { positions[1] * BLOCK_SIZE -
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positions[0] * BLOCK_SIZE,
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positions[3] * BLOCK_SIZE -
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positions[2] * BLOCK_SIZE };
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piece_position +=
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{ positions[1] * BLOCK_SIZE - positions[0] * BLOCK_SIZE,
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positions[3] * BLOCK_SIZE - positions[2] * BLOCK_SIZE };
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piece->setPos( piece_position );
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}
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}
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@@ -207,11 +208,11 @@ void TetrisPiece::setPos( const std::pair< double, double > &pos ) {
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setPos( pos.first, pos.second );
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}
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void TetrisPiece::setPos( const SDLPP::Vec2D<double> &vec ) {
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void TetrisPiece::setPos( const SDLPP::Vec2D< double > &vec ) {
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setPos( vec.getX(), vec.getY() );
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}
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SDLPP::Vec2D<double> TetrisPiece::getPos() {
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SDLPP::Vec2D< double > TetrisPiece::getPos() {
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auto &piece = pieces[0];
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auto &relpositions = pieces_rel_position[0];
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auto pos = piece->getPos();
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@@ -260,7 +261,7 @@ bool TetrisPiece::isRight( const SDLPP::RenderObject &block ) const {
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void TetrisPiece::movePiece( double x, double y ) {
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for ( auto &block : getObjects() ) {
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auto pos = block->getPos();
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block->setPos( pos + SDLPP::Vec2D<double>( x, y ) );
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block->setPos( pos + SDLPP::Vec2D< double >( x, y ) );
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}
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}
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