Add scoring, remove temporary speedups

cpp
Elnu 3 years ago
parent fac23ba4f5
commit d054d5c329

@ -29,6 +29,12 @@
#define PLAYFIELD_X 20
#define PLAYFIELD_Y 20
#define LINES_PER_LEVEL 5
#define POINTS_1_LINE 40
#define POINTS_2_LINES 100
#define POINTS_3_LINES 300
#define POINTS_4_LINES 1200
class NumberRenderer {
public:
sf::Texture texture;
@ -294,6 +300,7 @@ int main()
sf::Clock update_clock;
sf::Clock move_clock;
uint score = 0;
uint lines = 0;
uint blocks = 0;
uint tiles = 0;
@ -443,7 +450,7 @@ int main()
// Landing (transfering block to grid and reinitializing)
if (landed) {
if (block.position.y == 0) {
update_interval += lines * 10;
score = 0;
lines = 0;
blocks = 0;
tiles = 0;
@ -458,6 +465,7 @@ int main()
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;
@ -475,9 +483,29 @@ int main()
grid[z + 1][x] = grid[z][x];
}
}
lines++;
update_interval -= 10;
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;
}
scored *= (lines / LINES_PER_LEVEL) + 1;
score += scored;
lines += cleared_lines;
}
block = next_block;
next_block = Block();
@ -499,7 +527,10 @@ int main()
}
}
number_renderer.render(&window, score, 477, 162);
number_renderer.render(&window, score, 477, 202);
number_renderer.render(&window, lines, 477, 242);
number_renderer.render(&window, lines / LINES_PER_LEVEL, 477, 282);
number_renderer.render(&window, blocks, 477, 322);
number_renderer.render(&window, tiles, 477, 362);

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