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
+243 -179
View File
@@ -20,11 +20,13 @@ constexpr uint64_t OPTIONS_MENU_SAVE = 3;
// Scene preparation
void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["background"], true );
void addMainSceneItems( SDLPP::Scene &scene,
std::shared_ptr< SDLPP::Renderer > &r,
std::shared_ptr< SDLPP::Font > font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >(
0, 0, 10, 10, r, colors["background"], true );
bg->setPermanent();
bg->setId(BACKGROUND_ID);
bg->setId( BACKGROUND_ID );
scene.addObject( bg );
// create coliders for counting blocks in line
@@ -33,7 +35,7 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
posy -= BLOCK_SIZE;
auto colider = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER, posy, RIGHT_BORDER - LEFT_BORDER, BLOCK_SIZE, r );
colider->addCollision(SDLPP::Rect( 0.01, 0.1, 0.98, 0.8 ));
colider->addCollision( SDLPP::RectColider( 0.01, 0.1, 0.98, 0.8 ) );
colider->setId( COLIDER_ID );
colider->setStatic();
colider->centerX();
@@ -44,35 +46,39 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
posy = 1;
for ( int i = 0; i < 20; i++ ) {
posy -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
auto line = std::make_shared< SDLPP::LineRenderer >(
LEFT_BORDER, posy, RIGHT_BORDER, posy, r, colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
line->setId( LINE_ID );
scene.addObject( line );
}
auto posx = RIGHT_BORDER;
for ( int i = 0; i < 9; i++ ) {
posx -= BLOCK_SIZE;
auto line = std::make_shared< SDLPP::LineRenderer >( posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r, colors["line"] );
auto line = std::make_shared< SDLPP::LineRenderer >(
posx, TOP_BORDER + BLOCK_SIZE, posx, BOTTOM_BORDER, r,
colors["line"] );
line->setStatic();
line->centerX();
line->setId(LINE_ID);
line->setId( LINE_ID );
scene.addObject( line );
}
auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
LEFT_BORDER - 0.02, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"],
true );
left_barrier->centerX();
left_barrier->setStatic();
left_barrier->setId(BARRIER_ID);
left_barrier->setId( BARRIER_ID );
scene.addObject( left_barrier );
auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
RIGHT_BORDER, 0, 0.02, BOTTOM_BORDER, r, colors["barrier"], true );
right_barrier->centerX();
right_barrier->setStatic();
right_barrier->setId(BARRIER_ID);
right_barrier->setId( BARRIER_ID );
scene.addObject( right_barrier );
auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
@@ -80,27 +86,29 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
0.02, r, colors["barrier"], true );
bottom_barrier->centerX();
bottom_barrier->setStatic();
bottom_barrier->setId(BARRIER_ID);
bottom_barrier->setId( BARRIER_ID );
scene.addObject( bottom_barrier );
auto tetris = std::make_shared< SDLPP::TextRenderer >(
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", colors["text"], colors["text_out"], 5 );
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", colors["text"],
colors["text_out"], 5 );
tetris->centerX();
tetris->setStatic();
tetris->setId(TEXT_ID);
tetris->setId( TEXT_ID );
scene.addObject( tetris );
auto next = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
RIGHT_BORDER + 0.1, 0.35, 0.2, 0.1, r, *font, "NEXT", colors["text"],
colors["text_out"], 5, SDLPP_TEXT_CENTER );
next->centerX();
next->setStatic();
next->setId(TEXT_ID);
next->setId( TEXT_ID );
scene.addObject( next );
// gameover colider
auto gameover = std::make_shared< SDLPP::RectangleRender >(
0.5, 0, 0, TOP_BORDER + BLOCK_SIZE, r );
auto gameover_collision = SDLPP::Rect( -1, 0, -1, 0.9 );
auto gameover_collision = SDLPP::RectColider( -1, 0, -1, 0.9 );
gameover_collision.setInfinite();
gameover->addCollision( gameover_collision );
gameover->setId( GAME_OVER );
@@ -109,50 +117,55 @@ void addMainSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
scene.addObject( gameover );
auto score_text = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", colors["text"], colors["text_out"], 5, SDLPP_TEXT_CENTER );
RIGHT_BORDER + 0.1, 0.1, 0.2, 0.1, r, *font, "SCORE", colors["text"],
colors["text_out"], 5, SDLPP_TEXT_CENTER );
score_text->centerX();
score_text->setStatic();
score_text->setId(TEXT_ID);
score_text->setId( TEXT_ID );
scene.addObject( score_text );
auto score_texture = std::make_shared< SDLPP::TextRenderer >(
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, "0",
colors["text"], colors["text_out"], 5, SDLPP_TEXT_TOP );
RIGHT_BORDER + 0.1, 0.2, 0.2, 0.1, r, *font, "0", colors["text"],
colors["text_out"], 5, SDLPP_TEXT_TOP );
score_texture->centerX();
score_texture->setStatic();
score_texture->setId(SCORE_TEXTURE_ID);
score_texture->setId( SCORE_TEXTURE_ID );
scene.addObject( score_texture );
auto border = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r);
auto border = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER - 1, 0, 1, BOTTOM_BORDER, r );
border->setId( BORDER_LEFT_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0, 0, 0.99, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
border->addCollision( SDLPP::RectColider( 0, 0, 0.99, 1 ) );
border->setColiderColor( "#FF00FF" );
scene.addObject( border );
border = std::make_shared< SDLPP::RectangleRender >( RIGHT_BORDER, 0, 1, BOTTOM_BORDER, r);
border = std::make_shared< SDLPP::RectangleRender >( RIGHT_BORDER, 0, 1,
BOTTOM_BORDER, r );
border->setId( BORDER_RIGHT_ID );
border->setStatic();
border->centerX();
border->addCollision(SDLPP::Rect( 0.01, 0, 1, 1));
border->setColiderColor("#FF00FF");
scene.addObject(border);
border->addCollision( SDLPP::RectColider( 0.01, 0, 1, 1 ) );
border->setColiderColor( "#FF00FF" );
scene.addObject( border );
auto floor = std::make_shared< SDLPP::RectangleRender >( LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r);
auto floor = std::make_shared< SDLPP::RectangleRender >(
LEFT_BORDER, BOTTOM_BORDER, RIGHT_BORDER - LEFT_BORDER, 1, r );
floor->setId( FLOOR_ID );
floor->setStatic();
floor->centerX();
floor->addCollision(SDLPP::Rect(0, 0.01, 1, 1));
floor->setColiderColor("#00FF00");
scene.addObject(floor);
floor->addCollision( SDLPP::RectColider( 0, 0.01, 1, 1 ) );
floor->setColiderColor( "#00FF00" );
scene.addObject( floor );
}
void addMenuSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
bg->setId(MENU_BACKGROUND_ID);
void addMenuSceneItems( SDLPP::Scene &scene,
std::shared_ptr< SDLPP::Renderer > &r,
std::shared_ptr< SDLPP::Font > font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >(
0, 0, 10, 10, r, colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
bg->setPermanent( true );
scene.addObject( bg );
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
@@ -165,34 +178,37 @@ void addMenuSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer >
resume->setText( *font, "Resume", colors["text"], colors["text_out"], 5 );
resume->setColor( colors["menu_item_background"] );
resume->centerX();
resume->setId(MENU_ITEM_ID);
g_menu_options.push_back(resume);
resume->setId( MENU_ITEM_ID );
g_menu_options.push_back( resume );
scene.addObject( resume );
auto options = std::make_shared< SDLPP::TextRenderer >(0.4, 0.56, 0.2, 0.08, r);
options->setText(*font, "Options", colors["text"], colors["text_out"], 5);
auto options =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.56, 0.2, 0.08, r );
options->setText( *font, "Options", colors["text"], colors["text_out"], 5 );
options->centerX();
options->setId(MENU_ITEM_ID);
g_menu_options.push_back(options);
scene.addObject(options);
options->setId( MENU_ITEM_ID );
g_menu_options.push_back( options );
scene.addObject( options );
auto restart =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.66, 0.2, 0.08, r );
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setId(MENU_ITEM_ID);
g_menu_options.push_back(restart);
restart->setId( MENU_ITEM_ID );
g_menu_options.push_back( restart );
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.76, 0.2, 0.08, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_menu_options.push_back(quit);
quit->setId( MENU_ITEM_ID );
g_menu_options.push_back( quit );
scene.addObject( quit );
}
void addGameOverSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
void addGameOverSceneItems( SDLPP::Scene &scene,
std::shared_ptr< SDLPP::Renderer > &r,
std::shared_ptr< SDLPP::Font > font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >(
0, 0, 10, 10, r, colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
bg->setPermanent( true );
scene.addObject( bg );
@@ -206,21 +222,23 @@ void addGameOverSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Rendere
restart->setText( *font, "Restart", colors["text"], colors["text_out"], 5 );
restart->centerX();
restart->setColor( colors["menu_item_background"] );
restart->setId(MENU_ITEM_ID);
g_game_over_options.push_back(restart);
restart->setId( MENU_ITEM_ID );
g_game_over_options.push_back( restart );
scene.addObject( restart );
auto quit =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
quit->setText( *font, "Quit Game", colors["text"], colors["text_out"], 5 );
quit->centerX();
quit->setId(MENU_ITEM_ID);
g_game_over_options.push_back(quit);
quit->setId( MENU_ITEM_ID );
g_game_over_options.push_back( quit );
scene.addObject( quit );
}
void addOptionsSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r, std::shared_ptr<SDLPP::Font> font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
colors["menu_background"], true );
void addOptionsSceneItems( SDLPP::Scene &scene,
std::shared_ptr< SDLPP::Renderer > &r,
std::shared_ptr< SDLPP::Font > font ) {
auto bg = std::make_shared< SDLPP::RectangleRender >(
0, 0, 10, 10, r, colors["menu_background"], true );
bg->setId( MENU_BACKGROUND_ID );
bg->setPermanent( true );
scene.addObject( bg );
@@ -231,56 +249,68 @@ void addOptionsSceneItems( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer
scene.addObject( y );
auto color_scheme =
std::make_shared< SDLPP::TextRenderer >( 0.35, 0.3, 0.3, 0.09, r );
color_scheme->setText( *font, "Color scheme: " + color_schemes_names[selected_color_scheme], colors["text"], colors["text_out"], 5 );
color_scheme->setText(
*font, "Color scheme: " + color_schemes_names[selected_color_scheme],
colors["text"], colors["text_out"], 5 );
color_scheme->centerX();
color_scheme->setColor( colors["menu_item_background"] );
color_scheme->setId(MENU_ITEM_ID);
g_options_options.push_back(color_scheme);
color_scheme->setId( MENU_ITEM_ID );
g_options_options.push_back( color_scheme );
scene.addObject( color_scheme );
auto shadow =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.4, 0.2, 0.09, r );
shadow->setText( *font, "Show shadow: YES", colors["text"], colors["text_out"], 5 );
shadow->setText( *font, "Show shadow: YES", colors["text"],
colors["text_out"], 5 );
shadow->centerX();
shadow->setId(MENU_ITEM_ID);
g_options_options.push_back(shadow);
scene.addObject(shadow);
shadow->setId( MENU_ITEM_ID );
g_options_options.push_back( shadow );
scene.addObject( shadow );
auto show3d =
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.09, r );
show3d->setText( *font, "Show block texture: NO", colors["text"], colors["text_out"], 5 );
show3d->setText( *font, "Show block texture: NO", colors["text"],
colors["text_out"], 5 );
show3d->centerX();
show3d->setId(MENU_ITEM_ID);
g_options_options.push_back(show3d);
scene.addObject(show3d);
show3d->setId( MENU_ITEM_ID );
g_options_options.push_back( show3d );
scene.addObject( show3d );
auto save =
std::make_shared< SDLPP::TextRenderer >( 0.45, 0.6, 0.1, 0.09, r );
save->setText( *font, "SAVE", colors["text"], colors["text_out"], 5 );
save->centerX();
save->setId(MENU_ITEM_ID);
g_options_options.push_back(save);
save->setId( MENU_ITEM_ID );
g_options_options.push_back( save );
scene.addObject( save );
}
std::shared_ptr<SDLPP::Scene> prepareMainScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
std::shared_ptr< SDLPP::Scene >
prepareMainScene( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Font > font ) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMainSceneItems( *scene, renderer, font );
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareMenuScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
std::shared_ptr< SDLPP::Scene >
prepareMenuScene( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Font > font ) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addMenuSceneItems(*scene, renderer, font);
addMenuSceneItems( *scene, renderer, font );
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareGameOverScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
std::shared_ptr< SDLPP::Scene >
prepareGameOverScene( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Font > font ) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addGameOverSceneItems(*scene, renderer, font);
addGameOverSceneItems( *scene, renderer, font );
return scene;
}
std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Font> font) {
std::shared_ptr< SDLPP::Scene >
prepareOptionsScene( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Font > font ) {
auto scene = std::make_shared< SDLPP::Scene >( renderer );
addOptionsSceneItems(*scene, renderer, font);
addOptionsSceneItems( *scene, renderer, font );
return scene;
}
@@ -291,57 +321,57 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
case SDLK_ESCAPE:
g_menu_scene->updateSizeAndPosition();
g_active_scenes.push_back( g_menu_scene );
g_input_functions.push_back(menuSceneInput);
g_input_functions.push_back( menuSceneInput );
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
if ( !g_cur_object )
break;
g_cur_object->movePiece(-BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(BLOCK_SIZE, 0);
g_cur_object->movePiece( -BLOCK_SIZE, 0 );
if ( !validPos( scene, g_cur_object ) )
g_cur_object->movePiece( BLOCK_SIZE, 0 );
else
updateShadow(scene);
updateShadow( scene );
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_ticks_till_movement = 2 * TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(-1,0);
g_cur_object->addMovement( -1, 0 );
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
if ( !g_cur_object )
break;
g_cur_object->movePiece(BLOCK_SIZE, 0);
if(!validPos(scene, g_cur_object))
g_cur_object->movePiece(-BLOCK_SIZE, 0);
g_cur_object->movePiece( BLOCK_SIZE, 0 );
if ( !validPos( scene, g_cur_object ) )
g_cur_object->movePiece( -BLOCK_SIZE, 0 );
else
updateShadow(scene);
updateShadow( scene );
g_ticks_till_movement = 2*TICKS_TILL_MOVE;
g_ticks_till_movement = 2 * TICKS_TILL_MOVE;
g_cur_object->startMovement();
g_cur_object->addMovement(1,0);
g_cur_object->addMovement( 1, 0 );
break;
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
if ( !g_cur_object )
break;
g_ticks_till_descend = 0;
g_cur_object->startDescend();
g_cur_object->addMovement(0,1);
g_cur_object->addMovement( 0, 1 );
break;
case SDLK_UP:
case SDLK_w:
if(!g_cur_object)
if ( !g_cur_object )
break;
g_cur_object->rotate();
if( checkRotation( g_cur_object, scene ) )
if ( checkRotation( g_cur_object, scene ) )
g_cur_shadow->rotate();
updateShadow(scene);
updateShadow( scene );
break;
case SDLK_SPACE:
if(!g_cur_object)
if ( !g_cur_object )
break;
g_cur_object->setPos(g_cur_shadow->getPos());
g_cur_object->setPos( g_cur_shadow->getPos() );
break;
#ifdef DEBUG
case SDLK_r:
@@ -354,39 +384,38 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
}
void handleKeyUpMain( SDL_Keycode key ) {
switch(key) {
case SDLK_DOWN:
case SDLK_s:
if(!g_cur_object)
break;
if(g_cur_object->isDescending()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(0,-1);
}
switch ( key ) {
case SDLK_DOWN:
case SDLK_s:
if ( !g_cur_object )
break;
case SDLK_LEFT:
case SDLK_a:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopMovement();
g_cur_object->addMovement(1,0);
}
if ( g_cur_object->isDescending() ) {
g_cur_object->stopDescend();
g_cur_object->addMovement( 0, -1 );
}
break;
case SDLK_LEFT:
case SDLK_a:
if ( !g_cur_object )
break;
case SDLK_RIGHT:
case SDLK_d:
if(!g_cur_object)
break;
if(g_cur_object->isMoving()) {
g_cur_object->stopDescend();
g_cur_object->addMovement(-1,0);
}
default:
if ( g_cur_object->isMoving() ) {
g_cur_object->stopMovement();
g_cur_object->addMovement( 1, 0 );
}
break;
case SDLK_RIGHT:
case SDLK_d:
if ( !g_cur_object )
break;
if ( g_cur_object->isMoving() ) {
g_cur_object->stopDescend();
g_cur_object->addMovement( -1, 0 );
}
default:
break;
}
}
void pollEventsMain( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
@@ -403,7 +432,7 @@ void pollEventsMain( SDLPP::Scene &scene ) {
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
for ( auto &x : g_active_scenes )
x->updateSizeAndPosition();
}
default:
@@ -412,7 +441,9 @@ void pollEventsMain( SDLPP::Scene &scene ) {
}
}
void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vector<std::shared_ptr<SDLPP::RenderObject>> &line_coliders ) {
void mainSceneInput(
std::shared_ptr< SDLPP::Scene > scene, int base,
std::vector< std::shared_ptr< SDLPP::RenderObject > > &line_coliders ) {
std::lock_guard< std::mutex > guard( g_movement_mutex );
pollEventsMain( *scene );
if ( g_cur_object ) {
@@ -428,7 +459,7 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
col->destroy();
}
auto colider_y = colider->getPos().second;
for ( auto &elem : scene->getObjects({BRICK_ID}) ) {
for ( auto &elem : scene->getObjects( { BRICK_ID } ) ) {
auto pos = elem->getPos();
if ( pos.second < colider_y && pos.first <= RIGHT_BORDER ) {
elem->setPos( pos.first, pos.second + BLOCK_SIZE );
@@ -442,22 +473,22 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
collisions = scene->getCollisions( *colider, { BRICK_ID } );
}
}
if(lines > 0) {
if ( lines > 0 ) {
g_update_score = true;
switch(lines) {
case 1:
g_score += 40;
break;
case 2:
g_score += 100;
break;
case 3:
g_score += 300;
break;
case 4:
g_score += 1200;
default:
break;
switch ( lines ) {
case 1:
g_score += 40;
break;
case 2:
g_score += 100;
break;
case 3:
g_score += 300;
break;
case 4:
g_score += 1200;
default:
break;
}
}
g_checked_line = true;
@@ -480,9 +511,10 @@ void handleKeyDownMenu( SDL_Keycode key ) {
case SDLK_DOWN:
g_menu_options[g_menu_select]->unsetColor();
g_menu_select++;
if ( static_cast<size_t>(g_menu_select) >= g_menu_options.size() )
if ( static_cast< size_t >( g_menu_select ) >= g_menu_options.size() )
g_menu_select = 0;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
g_menu_options[g_menu_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
@@ -490,7 +522,8 @@ void handleKeyDownMenu( SDL_Keycode key ) {
g_menu_select--;
if ( g_menu_select < 0 )
g_menu_select = g_menu_options.size() - 1;
g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
g_menu_options[g_menu_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_menu_select ) {
@@ -501,12 +534,12 @@ void handleKeyDownMenu( SDL_Keycode key ) {
} break;
case MAIN_MENU_OPTIONS:
g_options_scene->updateSizeAndPosition();
g_active_scenes.push_back(g_options_scene);
g_input_functions.push_back(optionsSceneInput);
g_active_scenes.push_back( g_options_scene );
g_input_functions.push_back( optionsSceneInput );
break;
case MAIN_MENU_RESTART:
resetGame();
break;
break;
case MAIN_MENU_QUIT:
quitGame();
default:
@@ -530,7 +563,7 @@ void pollEventsMenu() {
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
for ( auto &x : g_active_scenes )
x->updateSizeAndPosition();
}
default:
@@ -539,7 +572,9 @@ void pollEventsMenu() {
}
}
void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
void menuSceneInput(
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
pollEventsMenu();
}
@@ -555,9 +590,11 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
case SDLK_DOWN:
g_game_over_options[g_game_over_select]->unsetColor();
g_game_over_select++;
if ( static_cast<size_t>(g_game_over_select) >= g_game_over_options.size() )
if ( static_cast< size_t >( g_game_over_select ) >=
g_game_over_options.size() )
g_game_over_select = 0;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
g_game_over_options[g_game_over_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
@@ -565,13 +602,14 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
g_game_over_select--;
if ( g_game_over_select < 0 )
g_game_over_select = g_game_over_options.size() - 1;
g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
g_game_over_options[g_game_over_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_RETURN:
switch ( g_game_over_select ) {
case GAME_OVER_RESTART:
resetGame();
break;
break;
case GAME_OVER_QUIT:
quitGame();
default:
@@ -595,7 +633,7 @@ void pollEventsGameOver() {
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
for ( auto &x : g_active_scenes )
x->updateSizeAndPosition();
}
default:
@@ -604,14 +642,16 @@ void pollEventsGameOver() {
}
}
void gameOverSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
void gameOverSceneInput(
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
pollEventsGameOver();
}
void saveOptions() {
g_update_colors = true;
if(g_cur_shadow)
g_cur_shadow->setHidden(!g_show_shadow);
if ( g_cur_shadow )
g_cur_shadow->setHidden( !g_show_shadow );
g_main_scene->setPrevTicks( SDL_GetTicks() );
}
@@ -627,9 +667,11 @@ void handleKeyDownOptions( SDL_Keycode key ) {
case SDLK_DOWN:
g_options_options[g_options_select]->unsetColor();
g_options_select++;
if ( static_cast<size_t>(g_options_select) >= g_options_options.size() )
if ( static_cast< size_t >( g_options_select ) >=
g_options_options.size() )
g_options_select = 0;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
g_options_options[g_options_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_w:
case SDLK_UP:
@@ -637,26 +679,37 @@ void handleKeyDownOptions( SDL_Keycode key ) {
g_options_select--;
if ( g_options_select < 0 )
g_options_select = g_options_options.size() - 1;
g_options_options[g_options_select]->setColor( colors["menu_item_background"] );
g_options_options[g_options_select]->setColor(
colors["menu_item_background"] );
break;
case SDLK_RIGHT:
case SDLK_d:
switch( g_options_select ) {
switch ( g_options_select ) {
case OPTIONS_MENU_COLOR_SCHEME:
selected_color_scheme++;
if(static_cast<size_t>(selected_color_scheme) >= color_schemes_names.size())
if ( static_cast< size_t >( selected_color_scheme ) >=
color_schemes_names.size() )
selected_color_scheme = 0;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_COLOR_SCHEME] )
->changeText( "Color scheme: " +
color_schemes_names[selected_color_scheme] );
g_update_colors = true;
break;
case OPTIONS_MENU_SHADOW:
g_show_shadow = !g_show_shadow;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_SHADOW] )
->changeText( std::string( "Show shadow: " ) +
( g_show_shadow ? "YES" : "NO" ) );
g_update_colors = true;
break;
case OPTIONS_MENU_3D:
g_show_3d = !g_show_3d;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_3D] )
->changeText( std::string( "Show block texture: " ) +
( g_show_3d ? "YES" : "NO" ) );
g_update_colors = true;
default:
break;
@@ -664,22 +717,31 @@ void handleKeyDownOptions( SDL_Keycode key ) {
break;
case SDLK_LEFT:
case SDLK_a:
switch( g_options_select ) {
switch ( g_options_select ) {
case OPTIONS_MENU_COLOR_SCHEME:
if(selected_color_scheme == 0)
if ( selected_color_scheme == 0 )
selected_color_scheme = color_schemes_names.size();
selected_color_scheme--;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_COLOR_SCHEME])->changeText("Color scheme: " + color_schemes_names[selected_color_scheme]);
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_COLOR_SCHEME] )
->changeText( "Color scheme: " +
color_schemes_names[selected_color_scheme] );
g_update_colors = true;
break;
case OPTIONS_MENU_SHADOW:
g_show_shadow = !g_show_shadow;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_SHADOW])->changeText(std::string("Show shadow: ") + (g_show_shadow ? "YES" : "NO"));
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_SHADOW] )
->changeText( std::string( "Show shadow: " ) +
( g_show_shadow ? "YES" : "NO" ) );
g_update_colors = true;
break;
case OPTIONS_MENU_3D:
g_show_3d = !g_show_3d;
std::dynamic_pointer_cast<SDLPP::TextRenderer>(g_options_options[OPTIONS_MENU_3D])->changeText(std::string("Show block texture: ") + (g_show_3d ? "YES" : "NO"));
std::dynamic_pointer_cast< SDLPP::TextRenderer >(
g_options_options[OPTIONS_MENU_3D] )
->changeText( std::string( "Show block texture: " ) +
( g_show_3d ? "YES" : "NO" ) );
g_update_colors = true;
default:
break;
@@ -718,7 +780,7 @@ void pollEventsOptions() {
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
for(auto &x : g_active_scenes)
for ( auto &x : g_active_scenes )
x->updateSizeAndPosition();
}
default:
@@ -727,6 +789,8 @@ void pollEventsOptions() {
}
}
void optionsSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/, std::vector<std::shared_ptr<SDLPP::RenderObject>> &/*UNUSED*/ ) {
void optionsSceneInput(
std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
std::vector< std::shared_ptr< SDLPP::RenderObject > > & /*UNUSED*/ ) {
pollEventsOptions();
}