TETRIS: use new sdlpp library

This commit is contained in:
2020-11-21 20:58:52 +01:00
parent a67e9e5b1a
commit 90879a3f21
11 changed files with 635 additions and 507 deletions
+98 -85
View File
@@ -4,47 +4,50 @@
#include "scenes.hpp"
#include <thread>
bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
bool validPos( SDLPP::Scene &scene, std::shared_ptr< TetrisPiece > piece ) {
for ( auto &x : piece->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
auto collisions = scene.getCollisions(
*x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
if ( collisions.size() > 1 )
return false;
}
return true;
}
void updateShadow(SDLPP::Scene &scene) {
if(!g_cur_object) {
void updateShadow( SDLPP::Scene &scene ) {
if ( !g_cur_object ) {
g_cur_shadow->destroy();
g_cur_shadow.reset();
return;
}
if(!g_cur_shadow)
if ( !g_cur_shadow )
return;
g_cur_shadow->setPos(g_cur_object->getPos());
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() ) {
for ( auto &x : g_cur_shadow->getObjects() ) {
auto block_pos = x->getPos();
if(BOTTOM_BORDER - block_pos.second < shadow_drop)
if ( BOTTOM_BORDER - block_pos.second < shadow_drop )
shadow_drop = BOTTOM_BORDER - block_pos.second;
// set colider column's position to current block's X position
g_shadow_colider->setPos(block_pos.first, TOP_BORDER);
auto collisions = scene.getCollisions( *g_shadow_colider, { BRICK_ID } );
g_shadow_colider->setPos( block_pos.first, TOP_BORDER );
auto collisions =
scene.getCollisions( *g_shadow_colider, { BRICK_ID } );
auto curY = block_pos.second;
for(auto &col : collisions) {
for ( auto &col : collisions ) {
// if collision with g_cur_object, ignore
if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end())
if ( std::find( invalid_objects.begin(), invalid_objects.end(),
col ) != invalid_objects.end() )
continue;
auto possible_drop = col->getPos().second - curY;
if(possible_drop < shadow_drop && possible_drop >= 0)
if ( possible_drop < shadow_drop && possible_drop >= 0 )
shadow_drop = possible_drop;
}
}
// we want the shadow to rest on top of the nearest floor
shadow_drop -= BLOCK_SIZE;
auto shadow_pos = g_cur_shadow->getPos();
g_cur_shadow->setPos(shadow_pos.first, shadow_pos.second + shadow_drop);
g_cur_shadow->setPos( shadow_pos.first, shadow_pos.second + shadow_drop );
}
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
@@ -61,18 +64,18 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
if ( g_ticks_till_fall > 0 ) {
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);
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;
}
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);
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;
@@ -80,7 +83,7 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
return;
}
g_ticks_till_fall = TICKS_TILL_FALL;
g_cur_object->movePiece(0, BLOCK_SIZE);
g_cur_object->movePiece( 0, BLOCK_SIZE );
check_floor:
bool fell = false;
for ( auto &x : g_cur_object->getObjects() ) {
@@ -92,18 +95,18 @@ check_floor:
}
}
if ( fell ) {
g_cur_object->movePiece(0, -BLOCK_SIZE);
g_cur_object->movePiece( 0, -BLOCK_SIZE );
for ( auto &block : g_cur_object->getObjects() ) {
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
g_game_over_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_game_over_scene );
g_input_functions.push_back(gameOverSceneInput);
g_input_functions.push_back( gameOverSceneInput );
break;
}
}
g_cur_object.reset();
}
updateShadow(*scene);
updateShadow( *scene );
}
void quitGame() {
@@ -120,35 +123,38 @@ void resetGame() {
g_main_scene->resetScene();
g_main_scene->setPrevTicks( SDL_GetTicks() );
g_active_scenes = {g_main_scene};
g_input_functions = {mainSceneInput};
for(int i = 0; i < 7; i++)
g_active_scenes = { g_main_scene };
g_input_functions = { mainSceneInput };
for ( int i = 0; i < 7; i++ )
g_bag[i] = 28;
}
int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock> block, SDLPP::Scene &scene, int left, int right, int bottom) {
int crashFlags( std::shared_ptr< TetrisPiece > piece,
std::shared_ptr< TetrisBlock > 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 |= bottom;
default:
break;
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 |= bottom;
default:
break;
}
}
collisions = scene.getCollisions(*block, {BRICK_ID});
if(collisions.size() > 1) {
for(auto &col : collisions) {
if(piece->isLeft(*col))
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))
else if ( piece->isRight( *col ) )
retFlags |= right;
else
retFlags |= bottom;
@@ -157,7 +163,8 @@ int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock>
return retFlags;
}
bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
bool checkRotation( std::shared_ptr< TetrisPiece > piece,
SDLPP::Scene &scene ) {
int crash = 0;
int cur_left = 0x01;
int cur_right = 0x02;
@@ -167,31 +174,33 @@ bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
int counter = 0;
do {
counter++;
if(counter > 5) {
if ( counter > 5 ) {
piece->revert();
return false;
}
crash = 0;
for(auto &block : piece->getObjects()) {
crash |= crashFlags(piece, block, scene, cur_left, cur_right, bottom);
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)) {
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 &= ~( 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);
if ( crash & cur_right ) {
piece->movePiece( -BLOCK_SIZE, 0 );
crash &= ~cur_right;
crash |= was_right;
}
} while(crash);
} while ( crash );
return true;
}
@@ -200,10 +209,11 @@ 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 );
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->addCollision( SDLPP::RectColider( 0.1, 0.1, 0.8, 0.8 ) );
ret->setId( BRICK_ID );
ret->centerX();
scene->addObject( ret );
@@ -381,38 +391,41 @@ tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
}
void updateColors() {
for(auto &x : g_main_scene->getObjects({BRICK_ID, SHADOW_ID})) {
x->specialAction(PIECE_ACTION_UPDATE_COLOR);
for ( auto &x : g_main_scene->getObjects( { BRICK_ID, SHADOW_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( { 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( { 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( { 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( { LINE_ID } ) ) {
x->setColor( colors["line"] );
}
for(auto &x : g_main_scene->getObjects({TEXT_ID})) {
std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"], 5);
for ( auto &x : g_main_scene->getObjects( { TEXT_ID } ) ) {
std::dynamic_pointer_cast< SDLPP::TextRenderer >( 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"]);
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_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_BACKGROUND_ID } ) ) {
x->setColor( colors["menu_background"] );
}
for(auto &x : g_options_scene->getObjects({MENU_ITEM_ID})) {
std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"]);
for ( auto &x : g_options_scene->getObjects( { MENU_ITEM_ID } ) ) {
std::dynamic_pointer_cast< SDLPP::TextRenderer >( x )->setTextColor(
*g_font, colors["text"], colors["text_out"] );
}
}