Some basic formatting
This commit is contained in:
+420
-342
@@ -14,33 +14,34 @@ int pause_max = 1;
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int ticks_till_next = 1500;
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int ticks_till_fall = 500;
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int ticks_till_descend = 50;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pause_options;
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std::shared_ptr<SDLPP::TextRenderer> score_texture;
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std::shared_ptr<SDLPP::Renderer> active_renderer;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pause_options;
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std::shared_ptr< SDLPP::TextRenderer > score_texture;
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std::shared_ptr< SDLPP::Renderer > active_renderer;
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int score = 0;
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bool update_score = false;
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std::shared_ptr<SDLPP::Font> font;
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std::shared_ptr<SDLPP::Scene> active_scene;
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std::shared_ptr<SDLPP::Scene> pause_scene;
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std::shared_ptr< SDLPP::Font > font;
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std::shared_ptr< SDLPP::Scene > active_scene;
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std::shared_ptr< SDLPP::Scene > pause_scene;
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class TetrisPiece {
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public:
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void addPiece(std::shared_ptr<SDLPP::RectangleRender> piece, int x, int y) {
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pieces.push_back(piece);
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pieces_rel_position.push_back({0,0,0,0});
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void addPiece( std::shared_ptr< SDLPP::RectangleRender > piece, int x,
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int y ) {
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pieces.push_back( piece );
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pieces_rel_position.push_back( { 0, 0, 0, 0 } );
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// done this way for SPEEEEEEED
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//left
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pieces_rel_position.back()[0] = (x<0)*(-1)*x;
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//right
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pieces_rel_position.back()[1] = (x>0)*x;
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//top
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pieces_rel_position.back()[2] = (y<0)*(-1)*y;
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//bottom
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pieces_rel_position.back()[3] = (y>0)*y;
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// left
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pieces_rel_position.back()[0] = ( x < 0 ) * ( -1 ) * x;
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// right
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pieces_rel_position.back()[1] = ( x > 0 ) * x;
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// top
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pieces_rel_position.back()[2] = ( y < 0 ) * ( -1 ) * y;
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// bottom
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pieces_rel_position.back()[3] = ( y > 0 ) * y;
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}
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void rotate() {
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for(unsigned long i = 0; i < pieces.size(); i++) {
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for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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auto &piece = pieces[i];
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auto &positions = pieces_rel_position[i];
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auto position = piece->getPos();
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@@ -58,22 +59,22 @@ public:
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position.first += positions[1] * 0.04;
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position.second -= positions[2] * 0.04;
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position.second += positions[3] * 0.04;
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piece->setPos(position.first, position.second);
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piece->setPos( position.first, position.second );
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}
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}
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> &getObjects() {
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > &getObjects() {
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return pieces;
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}
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void setPos(double x, double y) {
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for(unsigned long i = 0; i < pieces.size(); i++) {
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void setPos( double x, double y ) {
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for ( unsigned long i = 0; i < pieces.size(); i++ ) {
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auto &piece = pieces[i];
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auto pos = piece->getPos();
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piece->setPos(x + pos.first - default_x,
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y + pos.second - default_y);
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piece->setPos( x + pos.first - default_x,
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y + pos.second - default_y );
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}
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setDefPos(x, y);
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setDefPos( x, y );
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}
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void setDefPos(double x, double y) {
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void setDefPos( double x, double y ) {
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default_x = x;
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default_y = y;
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}
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@@ -90,199 +91,274 @@ public:
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bool isDescending() {
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return descend;
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}
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private:
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std::vector<std::vector<int>> pieces_rel_position;
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> pieces;
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std::vector< std::vector< int > > pieces_rel_position;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > pieces;
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double default_x;
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double default_y;
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bool descend = false;
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};
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std::vector<std::shared_ptr<SDLPP::RectangleRender>> line_coliders;
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std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
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TetrisPiece cur_object;
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TetrisPiece next_object;
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void doInput(std::shared_ptr<SDLPP::Scene> scene);
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void doInput( std::shared_ptr< SDLPP::Scene > scene );
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void doInputPause();
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bool quit = false;
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std::mutex movement_mutex;
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std::shared_ptr<SDLPP::RectangleRender> createTetrisBlock(double x, double y, const std::string &color, const std::string &outline, std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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auto ret = std::make_shared<SDLPP::RectangleRender>(x, y, 0.04, 0.04, renderer, color, true);
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ret->setOutlineColor(outline);
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ret->addCollision(SDLPP::Rect(0.1,0.1,0.8,0.8));
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ret->setId(BRICK_ID);
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std::shared_ptr< SDLPP::RectangleRender >
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createTetrisBlock( double x, double y, const std::string &color,
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const std::string &outline,
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std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto ret = std::make_shared< SDLPP::RectangleRender >(
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x, y, 0.04, 0.04, renderer, color, true );
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ret->setOutlineColor( outline );
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ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
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ret->setId( BRICK_ID );
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ret->centerX();
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scene->addObject(ret);
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scene->addObject( ret );
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return ret;
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}
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TetrisPiece tetrisBrick(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#FF0000";
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auto outline = "#AA0000";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisT(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#00FF00";
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auto outline = "#00AA00";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 0);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisLRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#0000FF";
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auto outline = "#0000AA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -2, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -2,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisZRight(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#FF00FF";
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auto outline = "#AA00AA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 1, -1);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 1,
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-1 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisLine(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#FFFF00";
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auto outline = "#AAAA00";
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retPiece.addPiece(createTetrisBlock(0.42, 0.16, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.16, color, outline, renderer, scene), 2, 0);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.42, 0.16, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.16, color, outline, renderer, scene ), 2,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisLLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#00FFFF";
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auto outline = "#00AAAA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), 0, -1);
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retPiece.addPiece(createTetrisBlock(0.46, 0.20, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 1, 0);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 2, 0);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), 0,
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-1 );
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.20, color, outline, renderer, scene ), 0,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 1, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 2,
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0 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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TetrisPiece tetrisZLeft(std::shared_ptr<SDLPP::Renderer> renderer, std::shared_ptr<SDLPP::Scene> scene) {
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TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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TetrisPiece retPiece{};
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auto color = "#FFFFFF";
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auto outline = "#AAAAAA";
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retPiece.addPiece(createTetrisBlock(0.46, 0.16, color, outline, renderer, scene), -1, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.16, color, outline, renderer, scene), 0, 0);
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retPiece.addPiece(createTetrisBlock(0.5, 0.20, color, outline, renderer, scene), 0, 1);
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retPiece.addPiece(createTetrisBlock(0.54, 0.20, color, outline, renderer, scene), 1, 1);
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retPiece.setDefPos(0.5, 0.16);
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retPiece.addPiece(
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createTetrisBlock( 0.46, 0.16, color, outline, renderer, scene ), -1,
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0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.16, color, outline, renderer, scene ), 0, 0 );
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retPiece.addPiece(
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createTetrisBlock( 0.5, 0.20, color, outline, renderer, scene ), 0, 1 );
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retPiece.addPiece(
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createTetrisBlock( 0.54, 0.20, color, outline, renderer, scene ), 1,
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1 );
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retPiece.setDefPos( 0.5, 0.16 );
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return retPiece;
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}
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std::vector<TetrisPiece (*)(std::shared_ptr<SDLPP::Renderer>, std::shared_ptr<SDLPP::Scene>)> tetrisFunctions = {
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tetrisBrick,
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tetrisT,
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tetrisLRight,
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tetrisZRight,
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tetrisLine,
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tetrisLLeft,
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tetrisZLeft,
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};
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std::vector< TetrisPiece ( * )( std::shared_ptr< SDLPP::Renderer >,
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std::shared_ptr< SDLPP::Scene > ) >
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tetrisFunctions = {
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tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
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tetrisLine, tetrisLLeft, tetrisZLeft,
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};
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void addStuff(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
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auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#101090FF", true);
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bg->setPermanent(true);
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scene.addObject(bg);
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auto left_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,0,0.02,1,r,"#FF000080", true);
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void addStuff( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
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auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
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"#101090FF", true );
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bg->setPermanent( true );
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scene.addObject( bg );
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auto left_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.28, 0, 0.02, 1, r, "#FF000080", true );
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left_barrier->centerX();
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scene.addObject(left_barrier);
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auto right_barrier = std::make_shared<SDLPP::RectangleRender>(0.7,0,0.02,1,r,"#FF000080", true);
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scene.addObject( left_barrier );
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auto right_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.7, 0, 0.02, 1, r, "#FF000080", true );
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right_barrier->centerX();
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scene.addObject(right_barrier);
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auto bottom_barrier = std::make_shared<SDLPP::RectangleRender>(0.28,1,0.44,0.02,r,"#FF000080", true);
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scene.addObject( right_barrier );
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auto bottom_barrier = std::make_shared< SDLPP::RectangleRender >(
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0.28, 1, 0.44, 0.02, r, "#FF000080", true );
|
||||
bottom_barrier->centerX();
|
||||
scene.addObject(bottom_barrier);
|
||||
auto tetris = std::make_shared<SDLPP::TextRenderer>(0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5);
|
||||
scene.addObject( bottom_barrier );
|
||||
auto tetris = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.4, 0, 0.2, 0.1, r, *font, "TETRIS", "FFFFFF", "000000", 5 );
|
||||
tetris->centerX();
|
||||
scene.addObject(tetris);
|
||||
auto next = std::make_shared<SDLPP::TextRenderer>(0.8, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF", "000000", 5, SDLPP_TEXT_CENTER);
|
||||
scene.addObject( tetris );
|
||||
auto next = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.35, 0.2, 0.1, r, *font, "NEXT", "FFFFFF", "000000", 5,
|
||||
SDLPP_TEXT_CENTER );
|
||||
next->centerX();
|
||||
scene.addObject(next);
|
||||
scene.addObject( next );
|
||||
double posy = 1;
|
||||
auto gameover = std::make_shared<SDLPP::RectangleRender>(0.5,0,0,0.195, r);
|
||||
auto gameover_collision = SDLPP::Rect(-1,0,-1,1);
|
||||
auto gameover =
|
||||
std::make_shared< SDLPP::RectangleRender >( 0.5, 0, 0, 0.195, r );
|
||||
auto gameover_collision = SDLPP::Rect( -1, 0, -1, 1 );
|
||||
gameover_collision.setInfinite();
|
||||
gameover->addCollision(gameover_collision);
|
||||
gameover->setId(GAME_OVER);
|
||||
gameover->setColiderColor("FF0000");
|
||||
scene.addObject(gameover);
|
||||
auto score_text = std::make_shared<SDLPP::TextRenderer>(0.8, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF", "#000000", 5, SDLPP_TEXT_CENTER);
|
||||
gameover->addCollision( gameover_collision );
|
||||
gameover->setId( GAME_OVER );
|
||||
gameover->setColiderColor( "FF0000" );
|
||||
scene.addObject( gameover );
|
||||
auto score_text = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.1, 0.2, 0.1, r, *font, "SCORE", "#FFFFFF", "#000000", 5,
|
||||
SDLPP_TEXT_CENTER );
|
||||
score_text->centerX();
|
||||
scene.addObject(score_text);
|
||||
scene.addObject( score_text );
|
||||
|
||||
score_texture = std::make_shared<SDLPP::TextRenderer>(0.8, 0.2, 0.2, 0.1, r, *font, std::to_string(score), "FFFFFF", "000000", 5, SDLPP_TEXT_TOP);
|
||||
score_texture = std::make_shared< SDLPP::TextRenderer >(
|
||||
0.8, 0.2, 0.2, 0.1, r, *font, std::to_string( score ), "FFFFFF",
|
||||
"000000", 5, SDLPP_TEXT_TOP );
|
||||
score_texture->centerX();
|
||||
scene.addObject(score_texture);
|
||||
for(int i = 0; i < 20; i++) {
|
||||
scene.addObject( score_texture );
|
||||
for ( int i = 0; i < 20; i++ ) {
|
||||
posy -= 0.04;
|
||||
auto colider = std::make_shared<SDLPP::RectangleRender>(0.3, posy, 0.04, 0.04, r);
|
||||
auto colider_colider = SDLPP::Rect(-1,0.1,-1,0.8);
|
||||
auto colider = std::make_shared< SDLPP::RectangleRender >(
|
||||
0.3, posy, 0.04, 0.04, r );
|
||||
auto colider_colider = SDLPP::Rect( -1, 0.1, -1, 0.8 );
|
||||
colider_colider.setInfinite();
|
||||
colider->addCollision(colider_colider);
|
||||
colider->setId(COLIDER_ID);
|
||||
line_coliders.push_back(colider);
|
||||
scene.addObject(colider);
|
||||
colider->addCollision( colider_colider );
|
||||
colider->setId( COLIDER_ID );
|
||||
line_coliders.push_back( colider );
|
||||
scene.addObject( colider );
|
||||
}
|
||||
}
|
||||
|
||||
void updateScore() {
|
||||
score_texture->setText(*font, std::to_string(score), "#FFFFFF", "#000000", 5);
|
||||
score_texture->setText( *font, std::to_string( score ), "#FFFFFF",
|
||||
"#000000", 5 );
|
||||
}
|
||||
|
||||
void addPause(SDLPP::Scene &scene, std::shared_ptr<SDLPP::Renderer> &r) {
|
||||
auto bg = std::make_shared<SDLPP::RectangleRender>(0,0,10,10,r,"#00000080", true);
|
||||
bg->setId(123);
|
||||
bg->setPermanent(true);
|
||||
scene.addObject(bg);
|
||||
auto y = std::make_shared<SDLPP::TextRenderer>(0.25, 0.1, 0.5, 0.3, r);
|
||||
y->setText(*font, "PAUSED", "#FFFFFF", "#000000", 5);
|
||||
y->setId(0);
|
||||
void addPause( SDLPP::Scene &scene, std::shared_ptr< SDLPP::Renderer > &r ) {
|
||||
auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, r,
|
||||
"#00000080", true );
|
||||
bg->setId( 123 );
|
||||
bg->setPermanent( true );
|
||||
scene.addObject( bg );
|
||||
auto y = std::make_shared< SDLPP::TextRenderer >( 0.25, 0.1, 0.5, 0.3, r );
|
||||
y->setText( *font, "PAUSED", "#FFFFFF", "#000000", 5 );
|
||||
y->setId( 0 );
|
||||
y->centerX();
|
||||
scene.addObject(y);
|
||||
auto resume = std::make_shared<SDLPP::TextRenderer>(0.4, 0.5, 0.2, 0.1, r);
|
||||
resume->setText(*font, "Resume", "#FFFFFF", "#000000", 5);
|
||||
resume->setColor("#FFFFFF40");
|
||||
scene.addObject( y );
|
||||
auto resume =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.5, 0.2, 0.1, r );
|
||||
resume->setText( *font, "Resume", "#FFFFFF", "#000000", 5 );
|
||||
resume->setColor( "#FFFFFF40" );
|
||||
resume->centerX();
|
||||
scene.addObject(resume);
|
||||
pause_options.push_back(resume);
|
||||
auto quit = std::make_shared<SDLPP::TextRenderer>(0.4, 0.7, 0.2, 0.1, r);
|
||||
quit->setText(*font, "Quit Game", "#FFFFFF", "#000000", 5);
|
||||
scene.addObject( resume );
|
||||
pause_options.push_back( resume );
|
||||
auto quit =
|
||||
std::make_shared< SDLPP::TextRenderer >( 0.4, 0.7, 0.2, 0.1, r );
|
||||
quit->setText( *font, "Quit Game", "#FFFFFF", "#000000", 5 );
|
||||
quit->centerX();
|
||||
scene.addObject(quit);
|
||||
pause_options.push_back(quit);
|
||||
scene.addObject( quit );
|
||||
pause_options.push_back( quit );
|
||||
}
|
||||
|
||||
void quitGame() {
|
||||
@@ -290,181 +366,180 @@ void quitGame() {
|
||||
quit = true;
|
||||
}
|
||||
|
||||
void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
|
||||
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
|
||||
bool crash = false;
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
switch(key) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = true;
|
||||
pause_scene->updateSizeAndPosition();
|
||||
std::thread pauseThread(doInputPause);
|
||||
pauseThread.detach();
|
||||
}
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
switch ( key ) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = true;
|
||||
pause_scene->updateSizeAndPosition();
|
||||
std::thread pauseThread( doInputPause );
|
||||
pauseThread.detach();
|
||||
} break;
|
||||
case SDLK_LEFT:
|
||||
case SDLK_a:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.31 because doubles
|
||||
if ( pos.first < 0.31 )
|
||||
crash = true;
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 )
|
||||
crash = true;
|
||||
}
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.31 because doubles
|
||||
if(pos.first < 0.31)
|
||||
crash = true;
|
||||
x->setPos(pos.first - 0.04, pos.second);
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
}
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene.getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1)
|
||||
crash = true;
|
||||
}
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.65 because doubles
|
||||
if ( pos.first > 0.65 ) {
|
||||
crash = true;
|
||||
}
|
||||
if(crash) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first + 0.04, pos.second);
|
||||
}
|
||||
x->setPos( pos.first + 0.04, pos.second );
|
||||
}
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
crash = true;
|
||||
}
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
case SDLK_d:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
}
|
||||
if ( crash ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
// 0.65 because doubles
|
||||
if(pos.first > 0.65) {
|
||||
crash = true;
|
||||
}
|
||||
x->setPos(pos.first + 0.04, pos.second);
|
||||
x->setPos( pos.first - 0.04, pos.second );
|
||||
}
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene.getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1) {
|
||||
crash = true;
|
||||
}
|
||||
}
|
||||
if(crash) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first - 0.04, pos.second);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
cur_object.startDescend();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
break;
|
||||
case SDLK_r:
|
||||
scene.getRenderer().setRenderColiders(!scene.getRenderer().getRenderColiders());
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
cur_object.startDescend();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
cur_object.rotate();
|
||||
break;
|
||||
case SDLK_r:
|
||||
scene.getRenderer().setRenderColiders(
|
||||
!scene.getRenderer().getRenderColiders() );
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void handleKeyUp(SDL_Keycode key) {
|
||||
if(key == SDLK_DOWN || key == SDLK_s) {
|
||||
void handleKeyUp( SDL_Keycode key ) {
|
||||
if ( key == SDLK_DOWN || key == SDLK_s ) {
|
||||
cur_object.stopDescend();
|
||||
}
|
||||
}
|
||||
|
||||
void handleKeyDownPause(SDL_Keycode key) {
|
||||
switch(key) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks(SDL_GetTicks());
|
||||
std::thread inputThread(doInput, active_scene);
|
||||
inputThread.detach();
|
||||
}
|
||||
break;
|
||||
case SDLK_r:
|
||||
active_scene->getRenderer().setRenderColiders(!active_scene->getRenderer().getRenderColiders());
|
||||
break;
|
||||
case SDLK_s:
|
||||
case SDLK_DOWN:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select++;
|
||||
if(pause_select > pause_max)
|
||||
pause_select = 0;
|
||||
pause_options[pause_select]->setColor("FFFFFF40");
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select--;
|
||||
if(pause_select < 0)
|
||||
pause_select = pause_max;
|
||||
pause_options[pause_select]->setColor("FFFFFF40");
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch(pause_select) {
|
||||
case 0:{
|
||||
pause = false;
|
||||
active_scene->setPrevTicks(SDL_GetTicks());
|
||||
std::thread inputThread(doInput, active_scene);
|
||||
inputThread.detach();
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
quitGame();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
void handleKeyDownPause( SDL_Keycode key ) {
|
||||
switch ( key ) {
|
||||
case SDLK_ESCAPE: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks( SDL_GetTicks() );
|
||||
std::thread inputThread( doInput, active_scene );
|
||||
inputThread.detach();
|
||||
} break;
|
||||
case SDLK_r:
|
||||
active_scene->getRenderer().setRenderColiders(
|
||||
!active_scene->getRenderer().getRenderColiders() );
|
||||
break;
|
||||
case SDLK_s:
|
||||
case SDLK_DOWN:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select++;
|
||||
if ( pause_select > pause_max )
|
||||
pause_select = 0;
|
||||
pause_options[pause_select]->setColor( "FFFFFF40" );
|
||||
break;
|
||||
case SDLK_w:
|
||||
case SDLK_UP:
|
||||
pause_options[pause_select]->unsetColor();
|
||||
pause_select--;
|
||||
if ( pause_select < 0 )
|
||||
pause_select = pause_max;
|
||||
pause_options[pause_select]->setColor( "FFFFFF40" );
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
switch ( pause_select ) {
|
||||
case 0: {
|
||||
pause = false;
|
||||
active_scene->setPrevTicks( SDL_GetTicks() );
|
||||
std::thread inputThread( doInput, active_scene );
|
||||
inputThread.detach();
|
||||
} break;
|
||||
case 1:
|
||||
quitGame();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void pollEvents(SDLPP::Scene &scene) {
|
||||
void pollEvents( SDLPP::Scene &scene ) {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDown(event.key.keysym.sym, scene);
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDown( event.key.keysym.sym, scene );
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
handleKeyUp( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED )
|
||||
scene.updateSizeAndPosition();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void pollEventsPause() {
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch(event.type) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if( !event.key.repeat )
|
||||
handleKeyDownPause(event.key.keysym.sym);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if(event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
while ( SDL_PollEvent( &event ) != 0 ) {
|
||||
switch ( event.type ) {
|
||||
case SDL_QUIT:
|
||||
quitGame();
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if ( !event.key.repeat )
|
||||
handleKeyDownPause( event.key.keysym.sym );
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
|
||||
active_scene->updateSizeAndPosition();
|
||||
pause_scene->updateSizeAndPosition();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void moveThem(std::shared_ptr<SDLPP::Scene> scene, int ticks) {
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
ticks_till_fall -= ticks;
|
||||
if(cur_object.isDescending())
|
||||
if ( cur_object.isDescending() )
|
||||
ticks_till_descend -= ticks;
|
||||
if(ticks_till_fall > 0) {
|
||||
if(cur_object.isDescending() && ticks_till_descend <= 0) {
|
||||
if ( ticks_till_fall > 0 ) {
|
||||
if ( cur_object.isDescending() && ticks_till_descend <= 0 ) {
|
||||
ticks_till_descend = 50;
|
||||
goto fall;
|
||||
}
|
||||
@@ -472,29 +547,29 @@ void moveThem(std::shared_ptr<SDLPP::Scene> scene, int ticks) {
|
||||
}
|
||||
ticks_till_fall = 500;
|
||||
fall:
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first, pos.second + 0.04);
|
||||
x->setPos( pos.first, pos.second + 0.04 );
|
||||
}
|
||||
bool fell = false;
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
auto collisions = scene->getCollisions(*x, {BRICK_ID});
|
||||
if(collisions.size() > 1) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto collisions = scene->getCollisions( *x, { BRICK_ID } );
|
||||
if ( collisions.size() > 1 ) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
if(x->getPos().second >= 1) {
|
||||
if ( x->getPos().second >= 1 ) {
|
||||
fell = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(fell) {
|
||||
for(auto &x : cur_object.getObjects()) {
|
||||
if ( fell ) {
|
||||
for ( auto &x : cur_object.getObjects() ) {
|
||||
auto pos = x->getPos();
|
||||
x->setPos(pos.first, pos.second - 0.04);
|
||||
x->setPos( pos.first, pos.second - 0.04 );
|
||||
}
|
||||
for(auto &block : cur_object.getObjects()) {
|
||||
if(scene->getCollisions(*block, {GAME_OVER}).size() > 0) {
|
||||
for ( auto &block : cur_object.getObjects() ) {
|
||||
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
|
||||
std::cout << "You lost" << std::endl;
|
||||
quitGame();
|
||||
}
|
||||
@@ -503,42 +578,42 @@ fall:
|
||||
}
|
||||
}
|
||||
|
||||
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
auto base = SDL_GetTicks();
|
||||
while(!quit && !pause) {
|
||||
while ( !quit && !pause ) {
|
||||
base = SDL_GetTicks();
|
||||
SDL_framerateDelay(&gFPS);
|
||||
pollEvents(*scene);
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEvents( *scene );
|
||||
scene->movement();
|
||||
if(cur_object.getObjects().size() != 0) {
|
||||
moveThem(scene, SDL_GetTicks() - base);
|
||||
if ( cur_object.getObjects().size() != 0 ) {
|
||||
moveThem( scene, SDL_GetTicks() - base );
|
||||
continue;
|
||||
}
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
for( auto &colider : line_coliders ) {
|
||||
auto collisions = scene->getCollisions(*colider, {BRICK_ID});
|
||||
while(collisions.size() == 10) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
for ( auto &colider : line_coliders ) {
|
||||
auto collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
while ( collisions.size() == 10 ) {
|
||||
score += 10;
|
||||
// updateScore();
|
||||
// updateScore();
|
||||
update_score = true;
|
||||
for(auto &col : collisions) {
|
||||
for ( auto &col : collisions ) {
|
||||
col->destroy();
|
||||
}
|
||||
auto colider_y = colider->getPos().second;
|
||||
for(auto &elem : scene->getObjects()) {
|
||||
if(elem->getId() != BRICK_ID)
|
||||
for ( auto &elem : scene->getObjects() ) {
|
||||
if ( elem->getId() != BRICK_ID )
|
||||
continue;
|
||||
auto pos = elem->getPos();
|
||||
if(pos.second < colider_y) {
|
||||
elem->setPos(pos.first, pos.second + 0.04);
|
||||
if ( pos.second < colider_y ) {
|
||||
elem->setPos( pos.first, pos.second + 0.04 );
|
||||
}
|
||||
}
|
||||
using namespace std::chrono_literals;
|
||||
std::this_thread::sleep_for(0.1s);
|
||||
collisions = scene->getCollisions(*colider, {BRICK_ID});
|
||||
std::this_thread::sleep_for( 0.1s );
|
||||
collisions = scene->getCollisions( *colider, { BRICK_ID } );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -546,67 +621,70 @@ void doInput(std::shared_ptr<SDLPP::Scene> scene) {
|
||||
|
||||
void doInputPause() {
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 200);
|
||||
while(pause) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 200 );
|
||||
while ( pause ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
pollEventsPause();
|
||||
if(!pause)
|
||||
if ( !pause )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SDLPP::init();
|
||||
SDLPP::Window w("Tetris clone!");
|
||||
auto renderer = std::make_shared<SDLPP::Renderer>(w);
|
||||
SDLPP::Window w( "Tetris clone!" );
|
||||
auto renderer = std::make_shared< SDLPP::Renderer >( w );
|
||||
active_renderer = renderer;
|
||||
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
auto main_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
|
||||
auto main_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
active_scene = main_scene;
|
||||
font = std::make_shared<SDLPP::Font>("testfont.ttf", 96);
|
||||
addStuff(*main_scene, renderer);
|
||||
font = std::make_shared< SDLPP::Font >( "testfont.ttf", 96 );
|
||||
addStuff( *main_scene, renderer );
|
||||
|
||||
pause_scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
addPause(*pause_scene, renderer);
|
||||
pause_scene = std::make_shared< SDLPP::Scene >( renderer );
|
||||
addPause( *pause_scene, renderer );
|
||||
|
||||
int base = SDL_GetTicks();
|
||||
int frames = 0;
|
||||
|
||||
std::srand(std::time(nullptr));
|
||||
std::srand( std::time( nullptr ) );
|
||||
FPSmanager gFPS;
|
||||
SDL_initFramerate(&gFPS);
|
||||
SDL_setFramerate(&gFPS, 60);
|
||||
std::thread inputThread(doInput, main_scene);
|
||||
SDL_initFramerate( &gFPS );
|
||||
SDL_setFramerate( &gFPS, 60 );
|
||||
std::thread inputThread( doInput, main_scene );
|
||||
inputThread.detach();
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/7)](renderer, main_scene);
|
||||
next_object.setPos(0.9, 0.5);
|
||||
while( !quit ) {
|
||||
SDL_framerateDelay(&gFPS);
|
||||
if(cur_object.getObjects().size() != 0) {
|
||||
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
while ( !quit ) {
|
||||
SDL_framerateDelay( &gFPS );
|
||||
if ( cur_object.getObjects().size() != 0 ) {
|
||||
ticks_till_next = 1500;
|
||||
} else {
|
||||
ticks_till_next -= SDL_GetTicks() - base;
|
||||
if(ticks_till_next <= 0 && cur_object.getObjects().size() == 0) {
|
||||
std::lock_guard<std::mutex> guard(movement_mutex);
|
||||
if ( ticks_till_next <= 0 && cur_object.getObjects().size() == 0 ) {
|
||||
std::lock_guard< std::mutex > guard( movement_mutex );
|
||||
cur_object = next_object;
|
||||
cur_object.setPos(0.5, 0.16);
|
||||
next_object = tetrisFunctions[std::rand()/((RAND_MAX + 1u)/7)](renderer, main_scene);
|
||||
next_object.setPos(0.9, 0.5);
|
||||
cur_object.setPos( 0.5, 0.16 );
|
||||
next_object =
|
||||
tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
|
||||
renderer, main_scene );
|
||||
next_object.setPos( 0.9, 0.5 );
|
||||
}
|
||||
}
|
||||
if(update_score) {
|
||||
if ( update_score ) {
|
||||
updateScore();
|
||||
update_score = false;
|
||||
}
|
||||
|
||||
main_scene->renderScene();
|
||||
if(pause) {
|
||||
pause_scene->renderScene(false);
|
||||
if ( pause ) {
|
||||
pause_scene->renderScene( false );
|
||||
}
|
||||
main_scene->presentScene();
|
||||
frames++;
|
||||
if(SDL_GetTicks() - base >= 1000) {
|
||||
if ( SDL_GetTicks() - base >= 1000 ) {
|
||||
base = SDL_GetTicks();
|
||||
std::cout << "FPS: " << frames << std::endl;
|
||||
frames = 0;
|
||||
|
||||
Reference in New Issue
Block a user