Restructure code, moving into classes

cpp
Elnu 2 years ago
parent 1d6a0914d5
commit 69b36e97af

@ -1,3 +1,9 @@
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define GRID_WIDTH 20
#define GRID_HEIGHT 20
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
@ -8,14 +14,28 @@
class TileType {
public:
static TileType white, red, green, blue, yellow, magenta, cyan;
sf::Color color;
TileType(sf::Color _color) {
color = _color;
}
};
TileType TileType::white = TileType(sf::Color::White);
TileType TileType::red = TileType(sf::Color::Red);
TileType TileType::green = TileType(sf::Color::Green);
TileType TileType::blue = TileType(sf::Color::Blue);
TileType TileType::yellow = TileType(sf::Color::Yellow);
TileType TileType::magenta = TileType(sf::Color::Magenta);
TileType TileType::cyan = TileType(sf::Color::Cyan);
class BlockType {
public:
static BlockType i, j, l, o, s, t, z;
static BlockType* list[];
static BlockType* random() {
return list[rand() % 7];
}
TileType* tile_type;
std::array<std::array<bool, 4>, 2> grid;
BlockType(TileType* _tile_type, const std::array<std::array<bool, 4>, 2>& _grid) {
@ -24,36 +44,32 @@ class BlockType {
}
};
// https://stackoverflow.com/questions/12844475
BlockType BlockType::i(&TileType::white, {{{{0, 0, 0, 0}}, {{1, 1, 1, 1}}}});
BlockType BlockType::j(&TileType::red, {{{{1, 0, 0, 0}}, {{1, 1, 1, 0}}}});
BlockType BlockType::l(&TileType::green, {{{{0, 0, 0, 0}}, {{1, 1, 1, 1}}}});
BlockType BlockType::o(&TileType::blue, {{{{0, 1, 1, 0}}, {{0, 1, 1, 0}}}});
BlockType BlockType::s(&TileType::yellow, {{{{0, 1, 1, 0}}, {{1, 1, 0, 0}}}});
BlockType BlockType::t(&TileType::magenta, {{{{0, 1, 0, 0}}, {{1, 1, 1, 0}}}});
BlockType BlockType::z(&TileType::cyan, {{{{1, 1, 0, 0}}, {{0, 1, 1, 0}}}});
BlockType* BlockType::list[] = {&i, &j, &l, &o, &s, &t, &z};
class Block {
public:
BlockType* type;
sf::Vector2i position;
Block() {
type = BlockType::random();
position = sf::Vector2i(GRID_WIDTH / 2 - 2, 0);
}
};
int main()
{
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "elnutris");
window.setFramerateLimit(8);
TileType white(sf::Color::White);
TileType red(sf::Color::Red);
TileType green(sf::Color::Green);
TileType blue(sf::Color::Blue);
TileType yellow(sf::Color::Yellow);
TileType magenta(sf::Color::Magenta);
TileType cyan(sf::Color::Cyan);
// https://stackoverflow.com/questions/12844475
BlockType i(&white, {{{{0, 0, 0, 0}}, {{1, 1, 1, 1}}}});
BlockType j(&red, {{{{1, 0, 0, 0}}, {{1, 1, 1, 0}}}});
BlockType l(&green, {{{{0, 0, 0, 0}}, {{1, 1, 1, 1}}}});
BlockType o(&blue, {{{{0, 1, 1, 0}}, {{0, 1, 1, 0}}}});
BlockType s(&yellow, {{{{0, 1, 1, 0}}, {{1, 1, 0, 0}}}});
BlockType t(&magenta, {{{{0, 1, 0, 0}}, {{1, 1, 1, 0}}}});
BlockType z(&cyan, {{{{1, 1, 0, 0}}, {{0, 1, 1, 0}}}});
BlockType block_types[] = {i, j, l, o, s, t, z};
#define GRID_WIDTH 20
#define GRID_HEIGHT 20
auto current_block = &block_types[rand() % 7];;
auto current_block_position = sf::Vector2i(GRID_WIDTH / 2 - 2, 0);
Block block;
TileType* grid[GRID_HEIGHT][GRID_WIDTH] = { nullptr };
@ -73,21 +89,21 @@ int main()
window.clear();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left)) {
current_block_position.x--;
block.position.x--;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right)) {
current_block_position.x++;
block.position.x++;
}
shape.setFillColor(current_block->tile_type->color);
shape.setFillColor(block.type->tile_type->color);
bool landed = false;
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!current_block->grid[y][x]) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + current_block_position.x;
int global_y = y + current_block_position.y;
int global_x = x + block.position.x;
int global_y = y + block.position.y;
if (global_y == GRID_HEIGHT - 1 || grid[global_y + 1][global_x] != nullptr) {
landed = true;
}
@ -98,19 +114,18 @@ int main()
if (landed) {
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!current_block->grid[y][x]) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + current_block_position.x;
int global_y = y + current_block_position.y;
grid[global_y][global_x] = current_block->tile_type;
int global_x = x + block.position.x;
int global_y = y + block.position.y;
grid[global_y][global_x] = block.type->tile_type;
}
}
landed = false;
current_block = &block_types[rand() % 7];
current_block_position = sf::Vector2i(GRID_WIDTH / 2 - 2, 0);
block = Block();
} else {
current_block_position.y++;
block.position.y++;
}
for (int y = 0; y < GRID_HEIGHT; y++) {

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