Migrate block loops to Block::get_tiles

cpp
Elnu 3 years ago
parent 3c861bd5e2
commit fa27bd9127

@ -12,6 +12,7 @@
#include <iostream>
#include <string.h>
#include <array>
#include <list>
class TileType {
public:
@ -59,9 +60,32 @@ class Block {
public:
BlockType* type;
sf::Vector2i position;
/*
rotation_state transformations:
0 -> x y
1 -> -x y
2 -> -x -y
3 -> x -y
*/
int rotation_state;
Block() {
type = BlockType::random();
position = sf::Vector2i(GRID_WIDTH / 2 - 2, 0);
rotation_state = 0;
}
std::list<sf::Vector2i> get_tiles() {
std::list<sf::Vector2i>list = {};
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!type->grid[y][x]) {
continue;
}
int global_x = x + position.x;
int global_y = y + position.y;
list.push_front(sf::Vector2i(global_x, global_y));
}
}
return list;
}
};
@ -104,82 +128,55 @@ int main()
movement++;
bool obstructed = false;
if (movement != 0) {
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + block.position.x;
int global_y = y + block.position.y;
if (global_x <= 0 || global_x > GRID_WIDTH || grid[global_y][global_x + movement]) {
for (auto tile : block.get_tiles()) {
if (tile.x <= 0 || tile.x > GRID_WIDTH || grid[tile.y][tile.x + movement]) {
obstructed = true;
goto after_movement_loop;
}
}
}
}
after_movement_loop:
if (!obstructed) {
block.position.x += movement;
}
// Snapping
int snap_y = block.position.y;
int snap_offset = 0;
while (true) {
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + block.position.x;
int global_y = y + snap_y;
if (global_y == GRID_HEIGHT - 1 || grid[global_y + 1][global_x] != nullptr) {
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_y++;
snap_offset++;
}
after_snap_loop:
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space)) {
block.position.y = snap_y;
block.position.y += snap_offset;
}
// Drawing block and land checking
sf::Color ghost_color = block.type->tile_type->color;
ghost_color.a = 64;
bool landed = false;
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + block.position.x;
int global_y = y + block.position.y;
int global_snap_y = snap_y + y;
if (global_y == GRID_HEIGHT - 1 || grid[global_y + 1][global_x] != nullptr) {
for (auto tile : block.get_tiles()) {
int snap_y = tile.y + snap_offset;
if (tile.y == GRID_HEIGHT - 1 || grid[tile.y + 1][tile.x] != nullptr) {
landed = true;
}
shape.setFillColor(block.type->tile_type->color);
shape.setPosition(global_x * shape_width, global_y * shape_height);
shape.setPosition(tile.x * shape_width, tile.y * shape_height);
window.draw(shape);
shape.setFillColor(ghost_color);
shape.setPosition(global_x * shape_width, global_snap_y * shape_height);
shape.setPosition(tile.x * shape_width, snap_y * shape_height);
window.draw(shape);
}
}
// Landing (transfering block to grid and reinitializing)
if (landed) {
for (int y = 0; y < 2; y++) {
for (int x = 0; x < 4; x++) {
if (!block.type->grid[y][x]) {
continue;
}
int global_x = x + block.position.x;
int global_y = y + block.position.y;
grid[global_y][global_x] = block.type->tile_type;
}
for (auto tile : block.get_tiles()) {
grid[tile.y][tile.x] = block.type->tile_type;
}
block = Block();
} else {

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