set up Rust project, delete C++ files
This commit is contained in:
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efa898ebaa
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26 changed files with 185 additions and 930 deletions
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@ -1,52 +0,0 @@
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#include <Block.hpp>
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#include <BlockType.hpp>
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#include <Config.hpp>
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Block::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> Block::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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@ -1,115 +0,0 @@
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#include <BlockType.hpp>
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BlockType::BlockType(TileType* _tile_type, const std::vector<std::vector<bool>> _grid, bool _rotate) {
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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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BlockType* BlockType::random() {
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init();
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return &list[rand() % list.size()];
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}
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void BlockType::init() {
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if (inited) {
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return;
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}
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// I block
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list.push_back(BlockType(new TileType(
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sf::IntRect(0, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(0, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 0, 0, 0},
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{1, 1, 1, 1},
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{0, 0, 0, 0},
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{0, 0, 0, 0}
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}
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));
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// J Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 0, 0},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// L Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 2, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 2, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 0, 1},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// O Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 3, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 3, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 1},
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{1, 1}
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}, false
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));
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// S Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 4, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 4, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 1, 1},
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{1, 1, 0},
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{0, 0, 0}
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}
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));
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// T Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 5, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 5, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{0, 1, 0},
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{1, 1, 1},
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{0, 0, 0}
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}
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));
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// Z Block
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list.push_back(BlockType(new TileType(
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sf::IntRect(TILE_SIZE * 6, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 6, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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), {
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0}
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}
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));
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inited = true;
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}
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505
src/Main.cpp
505
src/Main.cpp
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#include "packed/textures/icon_texture_data.hpp"
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#include "packed/textures/paused_texture_data.hpp"
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#include <SFML/Audio.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <initializer_list>
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#include <iterator>
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#include <math.h>
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#include <fstream>
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#include <filesystem>
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#include <unistd.h>
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#include <pwd.h>
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#include <iostream>
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#include <packed/SharedResources.hpp>
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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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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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uint get_update_interval(int level) {
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// From Tetris Worlds, see https://harddrop.com/wiki/Tetris_Worlds#Gravity
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return pow(0.8 - (level - 1) * 0.007, level - 1) * 1000;
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}
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int gcd(int n, int m) {
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for (int i = m<=n ? m:n; i > 1; i--) {
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if (n % i == 0 && m % i==0)
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return i;
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}
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return 1;
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}
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int main()
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{
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srand(time(NULL));
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sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "septadrop", sf::Style::Close);
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window.setFramerateLimit(60);
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window.setKeyRepeatEnabled(false); // prevent keys from retriggering when held
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sf::Image icon;
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icon.loadFromMemory(ICON_TEXTURE_DATA, sizeof(ICON_TEXTURE_DATA));
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auto icon_size = icon.getSize();
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window.setIcon(icon_size.x, icon_size.y, icon.getPixelsPtr());
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Block block;
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Block next_block;
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TileType* grid[GRID_HEIGHT][GRID_WIDTH] = { nullptr };
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sf::Texture blocks_texture;
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blocks_texture.loadFromMemory(&BLOCKS_TEXTURE_DATA, sizeof(BLOCKS_TEXTURE_DATA));
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sf::Sprite sprite;
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sprite.setTexture(blocks_texture);
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sf::Texture background_texture;
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background_texture.loadFromMemory(&BACKGROUND_TEXTURE_DATA, sizeof(BACKGROUND_TEXTURE_DATA));
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sf::Sprite background;
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background.setTexture(background_texture);
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sf::Texture numeral_texture;
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numeral_texture.loadFromMemory(&NUMERALS_TEXTURE_DATA, sizeof(NUMERALS_TEXTURE_DATA));
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NumberRenderer number_renderer(numeral_texture, sf::IntRect(134, 0, 10, 16), {
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sf::IntRect(0, 0, 14, 16),
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sf::IntRect(14, 0, 8, 16),
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sf::IntRect(22, 0, 14, 16),
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sf::IntRect(36, 0, 14, 16),
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sf::IntRect(50, 0, 14, 16),
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sf::IntRect(64, 0, 14, 16),
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sf::IntRect(78, 0, 14, 16),
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sf::IntRect(92, 0, 14, 16),
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sf::IntRect(106, 0, 14, 16),
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sf::IntRect(120, 0, 14, 16)
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});
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bool rotate = false;
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bool move_left = false;
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bool move_right = false;
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bool move_left_immediate = false;
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bool move_right_immediate = false;
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bool snap = false;
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bool paused = false;
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bool paused_from_lost_focus = false;
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sf::Clock update_clock, move_clock, pause_clock;
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uint pause_offset = 0;
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sf::RectangleShape paused_clear;
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paused_clear.setFillColor(sf::Color(81, 62, 69));
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sf::Texture paused_texture;
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paused_texture.loadFromMemory(PAUSED_TEXTURE_DATA, sizeof(PAUSED_TEXTURE_DATA));
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auto paused_texture_size = paused_texture.getSize();
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sf::Sprite paused_text;
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paused_text.setTexture(paused_texture);
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paused_text.setPosition(
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PLAYFIELD_X + ((float)GRID_WIDTH * TILE_SIZE / 2) - (float)paused_texture_size.x / 2,
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PLAYFIELD_Y + ((float)GRID_HEIGHT * TILE_SIZE / 2) - (float)paused_texture_size.y / 2
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);
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// https://stackoverflow.com/a/478088
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const char *homedir;
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if ((homedir = getenv("HOME")) == NULL) {
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homedir = getpwuid(getuid())->pw_dir;
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}
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std::string highscore_file_path = homedir;
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highscore_file_path += "/.septadrop";
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if (!std::filesystem::exists(highscore_file_path)) {
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std::ofstream highscore_file(highscore_file_path);
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highscore_file << "0";
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highscore_file.close();
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}
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std::fstream highscore_file(highscore_file_path);
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std::string highscore_string;
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highscore_file >> highscore_string;
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uint highscore = std::stoi(highscore_string);
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uint point_gcd = gcd(POINTS_1_LINE, gcd(POINTS_2_LINES, gcd(POINTS_3_LINES, POINTS_4_LINES)));
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if (highscore % point_gcd != 0) {
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std::cout << "It seems your system is misconfigured. Please see this guide for fixing the issue: https://www.youtube.com/watch?v=dQw4w9WgXcQ" << std::endl;
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return 0;
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}
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uint score = 0;
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uint lines = 0;
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uint blocks = 0;
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uint tiles = 0;
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uint update_interval = get_update_interval(0);
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// https://sfxr.me/#57uBnWWZeyDTsBRrJsAp2Vwd76cMVrdeRQ7DirNQW5XekKxcrCUNx47Zggh7Uqw4R5FdeUpyk362uhjWmpNHmqxE7JBp3EkxDxfJ1VjzMRpuSHieW6B5iyVFM
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sf::SoundBuffer rotate_buffer;
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rotate_buffer.loadFromMemory(&ROTATE_AUDIO_DATA, sizeof(ROTATE_AUDIO_DATA));
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sf::Sound rotate_sound;
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rotate_sound.setBuffer(rotate_buffer);
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// https://sfxr.me/#57uBnWTMa2LUtaPa3P8xWZekiRxNwCPFWpRoPDVXDJM9KHkiGJcs6J62FRcjMY5oVNdT73MtmUf5rXCPvSZWL7AZuTRWWjKbPKTpZjT85AcZ6htUqTswkjksZ
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sf::SoundBuffer snap_buffer;
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snap_buffer.loadFromMemory(&SNAP_AUDIO_DATA, sizeof(SNAP_AUDIO_DATA));
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sf::Sound snap_sound;
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snap_sound.setBuffer(snap_buffer);
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// https://sfxr.me/#57uBnWbareN7MJJsWGD8eFCrqjikS9f8JXg8jvmKzMdVtqmRsb81eToSUpnkqgFhvxD2QoAjpw4SmGZHZjbhEiPQKetRSHCHXYFZzD7Q6RVVS9CRSeRAb6bZp
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sf::SoundBuffer game_over_buffer;
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game_over_buffer.loadFromMemory(&GAME_OVER_AUDIO_DATA, sizeof(GAME_OVER_AUDIO_DATA));
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sf::Sound game_over_sound;
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game_over_sound.setBuffer(game_over_buffer);
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// https://sfxr.me/#7BMHBGMfGk8EHV8czJkUucUm8EMAnMNxiqYyTfKkMpHFJu44GEdD7xP6E8NM3K7RKRExTpagPBAiWf7BLtC52CEWJVGHh8hwDLygoEG86tcPth2UtmfdrXLoh
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sf::SoundBuffer row_clear_buffer;
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row_clear_buffer.loadFromMemory(&ROW_CLEAR_AUDIO_DATA, sizeof(ROW_CLEAR_AUDIO_DATA));
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sf::Sound row_clear_sound;
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row_clear_sound.setBuffer(row_clear_buffer);
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// https://sfxr.me/#57uBnWg8448kTPqWAxeDvZ5CP5JWbrfJGWuRcTjva5uX3vvBnEAZ6SfiH9oLKMXgsusuJwGWx6KPfvLfHtqnhLxr476ptGv4jPbfNhQaFMYeMHFdHk9SotQ4X
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sf::SoundBuffer level_up_buffer;
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level_up_buffer.loadFromMemory(&LEVEL_UP_AUDIO_DATA, sizeof(LEVEL_UP_AUDIO_DATA));
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sf::Sound level_up_sound;
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level_up_sound.setBuffer(level_up_buffer);
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// https://sfxr.me/#34T6PkzvrkfdahGDBAh1uYGXTwZ8rG54kxfHpgdVCPxqG7yyK5UuqgiK9Z8Q5177itxbkSNfLSHm4zTkemT4iyxJpW89VJx82feaq8qxZeA5AJR2nWZZR59hq
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sf::SoundBuffer new_highscore_buffer;
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new_highscore_buffer.loadFromMemory(&NEW_HIGHSCORE_AUDIO_DATA, sizeof(NEW_HIGHSCORE_AUDIO_DATA));
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sf::Sound new_highscore_sound;
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new_highscore_sound.setBuffer(new_highscore_buffer);
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auto toggle_pause = [&] () {
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paused = !paused;
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if (paused) {
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pause_clock.restart();
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paused_clear.setPosition(sf::Vector2f(PLAYFIELD_X, PLAYFIELD_Y));
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paused_clear.setSize(sf::Vector2f(GRID_WIDTH * TILE_SIZE, GRID_HEIGHT * TILE_SIZE));
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window.draw(paused_clear);
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auto size = sf::Vector2f(NEXT_WIDTH * TILE_SIZE, NEXT_HEIGHT * TILE_SIZE);
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paused_clear.setPosition(sf::Vector2f(NEXT_X, NEXT_Y) - size / 2.0f);
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paused_clear.setSize(size);
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window.draw(paused_clear);
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window.draw(paused_text);
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window.display();
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} else {
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pause_offset = pause_clock.getElapsedTime().asMilliseconds();
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}
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};
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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switch (event.type) {
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case sf::Event::Closed:
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window.close();
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break;
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case sf::Event::GainedFocus:
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if (paused && paused_from_lost_focus) {
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toggle_pause();
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paused_from_lost_focus = false;
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}
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break;
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case sf::Event::LostFocus:
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if (!paused) {
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toggle_pause();
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paused_from_lost_focus = true;
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}
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break;
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::Escape:
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toggle_pause();
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break;
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case sf::Keyboard::Space:
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snap = !paused;
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break;
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case sf::Keyboard::Up:
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rotate = !paused;
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break;
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case sf::Keyboard::Left:
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move_left = !paused;
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move_left_immediate = !paused;
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move_clock.restart();
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break;
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case sf::Keyboard::Right:
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move_right = !paused;
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move_right_immediate = !paused;
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move_clock.restart();
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break;
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default:
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break;
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}
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break;
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case sf::Event::KeyReleased:
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switch (event.key.code) {
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case sf::Keyboard::Left:
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move_left = false;
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break;
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case sf::Keyboard::Right:
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move_right = false;
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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if (paused) {
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// window.display() is where SFML implements frame rate limiting
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// If we don't run this here, then when paused septadrop will max out the thread
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||||
window.display();
|
||||
continue;
|
||||
}
|
||||
|
||||
bool is_update_frame = update_clock.getElapsedTime().asMilliseconds() - pause_offset > (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) ? std::min({update_interval, (uint)MAX_FAST_FORWARD_INTERVAL}) : update_interval);
|
||||
if (is_update_frame) {
|
||||
update_clock.restart();
|
||||
}
|
||||
|
||||
bool is_move_frame = move_clock.getElapsedTime().asMilliseconds() - pause_offset > MOVE_FRAME_INTERVAL;
|
||||
if (is_move_frame) {
|
||||
move_clock.restart();
|
||||
}
|
||||
|
||||
pause_offset = 0;
|
||||
|
||||
// Rotation
|
||||
if (rotate) {
|
||||
block.rotation_state++;
|
||||
// Check to see if new rotation state is overlapping any tiles
|
||||
int offset_required = 0;
|
||||
for (auto tile : block.get_tiles()) {
|
||||
if (grid[tile.y][tile.x]) {
|
||||
// Can't wall kick off of blocks
|
||||
block.rotation_state--;
|
||||
break;
|
||||
}
|
||||
if (tile.x <= 0) {
|
||||
int potential_offset = -tile.x;
|
||||
if (potential_offset > abs(offset_required)) {
|
||||
offset_required = potential_offset;
|
||||
}
|
||||
} else if (tile.x >= GRID_WIDTH) {
|
||||
int potential_offset = GRID_WIDTH - tile.x - 1;
|
||||
if (-potential_offset > abs(offset_required)) {
|
||||
offset_required = potential_offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
block.position.x += offset_required;
|
||||
rotate = false;
|
||||
rotate_sound.play();
|
||||
}
|
||||
|
||||
// Horizontal movement
|
||||
int movement = 0;
|
||||
if (move_left_immediate || is_move_frame && move_left) {
|
||||
movement--;
|
||||
move_left_immediate = false;
|
||||
}
|
||||
if (move_right_immediate || is_move_frame && move_right) {
|
||||
movement++;
|
||||
move_right_immediate = false;
|
||||
}
|
||||
if (movement != 0) {
|
||||
for (auto tile : block.get_tiles()) {
|
||||
if (tile.x + movement < 0 || tile.x + movement >= GRID_WIDTH || grid[tile.y][tile.x + movement]) {
|
||||
goto after_movement_loop;
|
||||
}
|
||||
}
|
||||
block.position.x += movement;
|
||||
}
|
||||
after_movement_loop:
|
||||
|
||||
// Snapping
|
||||
int snap_offset = 0;
|
||||
while (true) {
|
||||
for (auto tile : block.get_tiles()) {
|
||||
int y = tile.y + snap_offset;
|
||||
if (y == GRID_HEIGHT - 1 || grid[y + 1][tile.x] != nullptr) {
|
||||
goto after_snap_loop;
|
||||
}
|
||||
}
|
||||
snap_offset++;
|
||||
}
|
||||
after_snap_loop:
|
||||
bool landed = snap;
|
||||
if (snap) {
|
||||
block.position.y += snap_offset;
|
||||
snap = false;
|
||||
snap_sound.play();
|
||||
}
|
||||
|
||||
// Land checking
|
||||
if (!snap && is_update_frame) {
|
||||
for (auto tile : block.get_tiles()) {
|
||||
if (tile.y == GRID_HEIGHT - 1 || grid[tile.y + 1][tile.x] != nullptr) {
|
||||
landed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear window
|
||||
// Normally, one would run window.clear(),
|
||||
// but the background image covers the entire window.
|
||||
window.draw(background);
|
||||
|
||||
// Draw block
|
||||
if (!landed) {
|
||||
for (auto tile : block.get_tiles()) {
|
||||
int snap_y = tile.y + snap_offset;
|
||||
sprite.setTextureRect(block.type->tile_type->texture_rect);
|
||||
sprite.setPosition(PLAYFIELD_X + tile.x * TILE_SIZE, PLAYFIELD_Y + tile.y * TILE_SIZE);
|
||||
window.draw(sprite);
|
||||
sprite.setTextureRect(block.type->tile_type->ghost_texture_rect);
|
||||
sprite.setPosition(PLAYFIELD_X + tile.x * TILE_SIZE, PLAYFIELD_Y + snap_y * TILE_SIZE);
|
||||
window.draw(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw next block
|
||||
auto next_block_tiles = next_block.get_tiles();
|
||||
// This is assuming the next block spawns unrotated.
|
||||
// Refactoring is needed if random rotations are added
|
||||
uint x_offset = next_block.type->width * TILE_SIZE / 2;
|
||||
uint y_offset = (next_block.type->height + next_block.type->starting_line * 2) * TILE_SIZE / 2;
|
||||
for (auto tile : next_block_tiles) {
|
||||
sprite.setTextureRect(next_block.type->tile_type->texture_rect);
|
||||
sprite.setPosition(
|
||||
NEXT_X + (tile.x - next_block.position.x) * TILE_SIZE - x_offset,
|
||||
NEXT_Y + (tile.y - next_block.position.y) * TILE_SIZE - y_offset
|
||||
);
|
||||
window.draw(sprite);
|
||||
}
|
||||
|
||||
// Landing (transfering block to grid and reinitializing)
|
||||
if (landed) {
|
||||
if (block.position.y == 0) {
|
||||
score = 0;
|
||||
lines = 0;
|
||||
blocks = 0;
|
||||
tiles = 0;
|
||||
for (int y = 0; y < GRID_HEIGHT; y++) {
|
||||
for (int x = 0; x < GRID_WIDTH; x++) {
|
||||
grid[y][x] = nullptr;
|
||||
}
|
||||
}
|
||||
update_interval = get_update_interval(0);
|
||||
game_over_sound.play();
|
||||
} else {
|
||||
tiles += block.get_tiles().size();
|
||||
blocks++;
|
||||
for (auto tile : block.get_tiles()) {
|
||||
grid[tile.y][tile.x] = block.type->tile_type;
|
||||
}
|
||||
uint cleared_lines = 0;
|
||||
// Check for completed rows
|
||||
for (int y = 0; y < GRID_HEIGHT; y++) {
|
||||
bool completed = true;
|
||||
for (int x = 0; x < GRID_WIDTH; x++) {
|
||||
if (!grid[y][x]) {
|
||||
completed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!completed) {
|
||||
continue;
|
||||
}
|
||||
for (int z = y - 1; z >= 0; z--) {
|
||||
for (int x = 0; x < GRID_WIDTH; x++) {
|
||||
grid[z + 1][x] = grid[z][x];
|
||||
}
|
||||
}
|
||||
cleared_lines++;
|
||||
}
|
||||
uint scored;
|
||||
switch (cleared_lines) {
|
||||
case 0:
|
||||
scored = 0;
|
||||
break;
|
||||
case 1:
|
||||
scored = POINTS_1_LINE;
|
||||
break;
|
||||
case 2:
|
||||
scored = POINTS_2_LINES;
|
||||
break;
|
||||
case 3:
|
||||
scored = POINTS_3_LINES;
|
||||
break;
|
||||
default:
|
||||
scored = POINTS_4_LINES;
|
||||
break;
|
||||
}
|
||||
if (scored > 0) {
|
||||
int level = get_level(lines);
|
||||
scored *= level + 1;
|
||||
if (score + scored > highscore && score < highscore) {
|
||||
new_highscore_sound.play();
|
||||
}
|
||||
score += scored;
|
||||
lines += cleared_lines;
|
||||
if (level != get_level(lines)) {
|
||||
level_up_sound.play();
|
||||
}
|
||||
if (score > highscore) {
|
||||
highscore = score;
|
||||
std::ofstream highscore_file(highscore_file_path);
|
||||
highscore_file << highscore;
|
||||
highscore_file.close();
|
||||
}
|
||||
update_interval = get_update_interval(level);
|
||||
row_clear_sound.play();
|
||||
}
|
||||
}
|
||||
block = next_block;
|
||||
next_block = Block();
|
||||
} else if(is_update_frame) {
|
||||
block.position.y++;
|
||||
}
|
||||
|
||||
// Drawing grid
|
||||
for (int y = 0; y < GRID_HEIGHT; y++) {
|
||||
for (int x = 0; x < GRID_WIDTH; x++) {
|
||||
auto tile_type = grid[y][x];
|
||||
if (tile_type == nullptr) {
|
||||
// If tile_type is a nullptr (no block), continue
|
||||
continue;
|
||||
}
|
||||
sprite.setTextureRect(tile_type->texture_rect);
|
||||
sprite.setPosition(PLAYFIELD_X + x * TILE_SIZE, PLAYFIELD_Y + y * TILE_SIZE);
|
||||
window.draw(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
number_renderer.render(&window, score, 477, 162);
|
||||
number_renderer.render(&window, highscore, 477, 202);
|
||||
number_renderer.render(&window, lines, 477, 242);
|
||||
number_renderer.render(&window, get_level(lines), 477, 282);
|
||||
number_renderer.render(&window, blocks, 477, 322);
|
||||
number_renderer.render(&window, tiles, 477, 362);
|
||||
|
||||
window.display();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
#include <SFML/Graphics.hpp>
|
||||
#include <sys/types.h>
|
||||
|
||||
#include <NumberRenderer.hpp>
|
||||
|
||||
NumberRenderer::NumberRenderer(
|
||||
sf::Texture _texture,
|
||||
sf::IntRect _comma_rect,
|
||||
std::initializer_list<sf::IntRect> _numeral_rects
|
||||
) {
|
||||
texture = _texture;
|
||||
comma_rect = _comma_rect;
|
||||
sprite = sf::Sprite(texture);
|
||||
int i = 0;
|
||||
for (auto numeral_rect = _numeral_rects.begin(); numeral_rect != _numeral_rects.end(); ++numeral_rect) {
|
||||
numeral_rects[i] = *numeral_rect;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void NumberRenderer::render(sf::RenderWindow* window, uint number, int x, int y) {
|
||||
auto number_string = std::to_string(number);
|
||||
std::string numeral_string;
|
||||
numeral_string.push_back(number_string.back());
|
||||
auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
|
||||
int x_offset = -numeral_rect.width;
|
||||
uint digits = number_string.length();
|
||||
for (int i = digits - 1; i >= 0; i--) {
|
||||
char numeral_string[] = {number_string[i]};
|
||||
auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
|
||||
if ((digits - i) % 3 == 1 && i != digits - 1) {
|
||||
sprite.setTextureRect(comma_rect);
|
||||
sprite.setPosition(x + x_offset, y);
|
||||
window->draw(sprite);
|
||||
x_offset -= numeral_rect.width;
|
||||
}
|
||||
sprite.setTextureRect(numeral_rect);
|
||||
sprite.setPosition(x + x_offset, y);
|
||||
window->draw(sprite);
|
||||
if (i == 0) {
|
||||
break;
|
||||
}
|
||||
if ((digits - i) % 3 == 0) {
|
||||
x_offset -= comma_rect.width;
|
||||
continue;
|
||||
}
|
||||
numeral_string[0] = number_string[i - 1];
|
||||
numeral_rect = numeral_rects[std::stoi(numeral_string)];
|
||||
x_offset -= numeral_rect.width;
|
||||
}
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
#include <SFML/Graphics/Rect.hpp>
|
||||
|
||||
#include <TileType.hpp>
|
||||
|
||||
TileType::TileType(sf::IntRect _texture_rect, sf::IntRect _ghost_texture_rect) {
|
||||
texture_rect = _texture_rect;
|
||||
ghost_texture_rect = _ghost_texture_rect;
|
||||
}
|
3
src/main.rs
Normal file
3
src/main.rs
Normal file
|
@ -0,0 +1,3 @@
|
|||
fn main() {
|
||||
println!("Hello, world!");
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue