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@ -19,86 +19,11 @@
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#include <packed/textures/blocks_texture_data.hpp>
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#include <packed/textures/numerals_texture_data.hpp>
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#define TILE_SIZE 20
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#define GRID_WIDTH 14
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#define GRID_HEIGHT 20
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#define WINDOW_WIDTH 500
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#define WINDOW_HEIGHT 440
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#define PLAYFIELD_X 20
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#define PLAYFIELD_Y 20
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#define LINES_PER_LEVEL 5
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#define POINTS_1_LINE 40
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#define POINTS_2_LINES 100
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#define POINTS_3_LINES 300
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#define POINTS_4_LINES 1200
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class NumberRenderer {
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public:
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sf::Texture texture;
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sf::IntRect comma_rect;
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sf::IntRect numeral_rects[10];
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NumberRenderer(
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sf::Texture _texture,
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sf::IntRect _comma_rect,
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std::initializer_list<sf::IntRect> _numeral_rects
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) {
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texture = _texture;
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comma_rect = _comma_rect;
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sprite = sf::Sprite(texture);
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int i = 0;
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for (auto numeral_rect = _numeral_rects.begin(); numeral_rect != _numeral_rects.end(); ++numeral_rect) {
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numeral_rects[i] = *numeral_rect;
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i++;
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}
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}
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void render(sf::RenderWindow* window, uint number, int x, int y) {
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auto number_string = std::to_string(number);
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std::string numeral_string;
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numeral_string.push_back(number_string.back());
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auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
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int x_offset = -numeral_rect.width;
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uint digits = number_string.length();
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for (int i = digits - 1; i >= 0; i--) {
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char numeral_string[] = {number_string[i]};
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auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
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if ((digits - i) % 3 == 1 && i != digits - 1) {
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sprite.setTextureRect(comma_rect);
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sprite.setPosition(x + x_offset, y);
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window->draw(sprite);
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x_offset -= numeral_rect.width;
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}
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sprite.setTextureRect(numeral_rect);
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sprite.setPosition(x + x_offset, y);
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window->draw(sprite);
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if (i == 0) {
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break;
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}
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if ((digits - i) % 3 == 0) {
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x_offset -= comma_rect.width;
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continue;
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}
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numeral_string[0] = number_string[i - 1];
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numeral_rect = numeral_rects[std::stoi(numeral_string)];
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x_offset -= numeral_rect.width;
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}
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}
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private:
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sf::Sprite sprite;
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};
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class TileType {
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public:
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sf::IntRect texture_rect;
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sf::IntRect ghost_texture_rect;
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TileType(sf::IntRect _texture_rect, sf::IntRect _ghost_texture_rect) {
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texture_rect = _texture_rect;
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ghost_texture_rect = _ghost_texture_rect;
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}
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};
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#include <Config.hpp>
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#include <NumberRenderer.hpp>
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#include <TileType.hpp>
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#include <BlockType.hpp>
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#include <Block.hpp>
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TileType tile_type_0(
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sf::IntRect(0, 0, TILE_SIZE, TILE_SIZE),
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@ -129,42 +54,6 @@ TileType tile_type_6(
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sf::IntRect(TILE_SIZE * 6, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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class BlockType {
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public:
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static BlockType i, j, l, o, s, t, z;
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static BlockType* list[];
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static BlockType* random() {
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return list[rand() % 7];
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}
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TileType* tile_type;
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std::vector<std::vector<bool>> grid;
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uint width, height, starting_line;
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bool rotate;
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BlockType(TileType* _tile_type, const std::vector<std::vector<bool>> _grid, bool _rotate = true) {
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tile_type = _tile_type;
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grid = _grid;
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rotate = _rotate;
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// Used for alignment in "next block" area
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width = 0;
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starting_line = 0;
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for (uint y = 0; y < grid.size(); y++) {
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bool has_content = false;
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for (uint x = 0; x < grid[y].size(); x++) {
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if (grid[y][x]) {
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width = std::max({width, x + 1});
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has_content = true;
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}
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}
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if (has_content) {
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if (height == 0) {
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starting_line = y;
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}
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height = y + 1 - starting_line;
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}
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}
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}
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};
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// https://gamedev.stackexchange.com/a/17978
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BlockType BlockType::i(&tile_type_0, {
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{0, 0, 0, 0},
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@ -203,60 +92,6 @@ BlockType BlockType::z(&tile_type_6, {
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});
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BlockType* BlockType::list[] = {&i, &j, &l, &o, &s, &t, &z};
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class Block {
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public:
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BlockType* type;
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sf::Vector2i position;
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int rotation_state;
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Block() {
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type = BlockType::random();
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position = sf::Vector2i(GRID_WIDTH / 2 - type->grid[0].size() / 2, 0);
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rotation_state = 0;
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}
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std::vector<sf::Vector2i> get_tiles() {
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std::vector<sf::Vector2i>tiles = {};
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for (int y = 0; y < type->grid.size(); y++) {
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for (int x = 0; x < type->grid[y].size(); x++) {
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if (!type->grid[y][x]) {
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continue;
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}
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int rotated_x = x;
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int rotated_y = y;
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if (type->rotate) {
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int center_x = type->grid[0].size() / 2;
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int center_y = type->grid.size() / 2;
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int offset_x = x - center_x;
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int offset_y = y - center_y;
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switch (rotation_state) {
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case 0:
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rotated_x = x;
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rotated_y = y;
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break;
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case 1:
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rotated_x = center_x + offset_y;
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rotated_y = center_y - offset_x;
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break;
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case 2:
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rotated_x = center_x - offset_x;
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rotated_y = center_y - offset_y;
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break;
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case 3:
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rotated_x = center_x - offset_y;
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rotated_y = center_y + offset_x;
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break;
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default:
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rotation_state %= 4;
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}
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}
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int global_x = rotated_x + position.x;
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int global_y = rotated_y + position.y;
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tiles.push_back(sf::Vector2i(global_x, global_y));
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}
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}
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return tiles;
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}
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};
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uint get_level(int lines) {
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return std::min(lines / LINES_PER_LEVEL, 15);
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}
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