ajouté interface textuelle

This commit is contained in:
2025-03-02 23:36:20 +01:00
parent 857f90d646
commit 1033f3a64c
21 changed files with 646 additions and 113 deletions

View File

@@ -1,10 +1,13 @@
#pragma once
#include <iostream>
/**
* The list of actions that can be taken by the player
*/
enum Action {
QUIT,
PAUSE,
RETRY,
HOLD,
@@ -12,7 +15,33 @@ enum Action {
HARD_DROP,
MOVE_LEFT,
MOVE_RIGHT,
ROTATE_0,
ROTATE_CW,
ROTATE_180,
ROTATE_CCW
};
static const std::string ACTION_NAMES[] = { // name for each action
"Quit",
"Pause",
"Retry",
"Hold",
"Soft drop",
"Hard drop",
"Move left",
"Move right",
"Rotate 0°",
"Rotate CW",
"Rotate 180°",
"Rotate CCW"
};
/**
* Stream output operator, adds the name of the action
* @return A reference to the output stream
*/
inline std::ostream& operator<<(std::ostream& os, const Action action) {
os << ACTION_NAMES[action];
return os;
}

View File

@@ -87,7 +87,7 @@ Block Board::getBlock(const Position& position) const {
return this->grid.at(position.y).at(position.x);
}
std::vector<std::vector<Block>> Board::getBlocks() const {
const std::vector<std::vector<Block>>& Board::getBlocks() const {
return this->grid;
}

View File

@@ -44,14 +44,14 @@ class Board {
void clearBoard();
/**
* @return A copy of the block at the specified position
* @return The block at the specified position
*/
Block getBlock(const Position& position) const;
/**
* @return A copy of the grid
* @return The grid
*/
std::vector<std::vector<Block>> getBlocks() const;
const std::vector<std::vector<Block>>& getBlocks() const;
/**
* @return The width of the grid

View File

@@ -25,7 +25,7 @@ Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardH
void Game::start() {
this->started = true;
this->lost = this->board.spawnNextPiece();
this->leftARETime = 1;
}
void Game::reset() {
@@ -48,7 +48,6 @@ void Game::initialize() {
this->heldDAS = 0;
this->heldARR = 0;
this->subVerticalPosition = 0;
this->leftARETime = 0;
this->totalLockDelay = 0;
this->totalForcedLockDelay = 0;
}
@@ -64,14 +63,14 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
if (this->leftARETime == 0) {
if (AREJustEnded) {
this->board.spawnNextPiece();
this->lost = this->board.spawnNextPiece();
}
/* IRS and IHS */
Rotation initialRotation = NONE
+ (this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE
+ (this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE
+ (this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE;
+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
if (this->initialActions.contains(HOLD)) {
if (this->board.hold(initialRotation)) {
@@ -79,13 +78,35 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
this->totalLockDelay = 0;
this->heldARR = 0;
}
else {
this->lost = true;
}
}
else {
if (initialRotation != NONE) {
this->board.rotate(initialRotation);
if (initialRotation != NONE || this->initialActions.contains(ROTATE_0)) {
Position before = this->board.getActivePiecePosition();
if (this->board.rotate(initialRotation)) {
this->totalLockDelay = 0;
if (before != this->board.getActivePiecePosition()) {
this->subVerticalPosition = 0;
}
}
else {
this->lost = true;
}
}
}
if (this->lost) {
if (initialRotation == NONE && (!this->initialActions.contains(ROTATE_0))) {
this->board.rotate(NONE);
}
}
if (this->lost) {
this->framesPassed++;
return;
}
/* HOLD */
if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
if (this->board.hold()) {
@@ -96,25 +117,48 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
}
/* MOVE LEFT/RIGHT */
Position before = this->board.getActivePiecePosition();
if (playerActions.contains(MOVE_LEFT)) {
this->movePiece(-1, (this->heldDAS >= 0));
this->movePiece(-1);
}
if (playerActions.contains(MOVE_RIGHT)) {
this->movePiece(1, (this->heldDAS <= 0));
else if (playerActions.contains(MOVE_RIGHT)) {
this->movePiece(1);
}
else {
this->heldDAS = 0;
}
if (before != this->board.getActivePiecePosition()) {
this->totalLockDelay = 0;
}
/* ROTATIONS */
before = this->board.getActivePiecePosition();
if (playerActions.contains(ROTATE_0) && (!this->heldActions.contains(ROTATE_0))) {
if (this->board.rotate(NONE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_CW) && (!this->heldActions.contains(ROTATE_CW))) {
this->board.rotate(CLOCKWISE);
if (this->board.rotate(CLOCKWISE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_180) && (!this->heldActions.contains(ROTATE_180))) {
this->board.rotate(DOUBLE);
if (this->board.rotate(DOUBLE)) {
this->totalLockDelay = 0;
}
}
if (playerActions.contains(ROTATE_CCW) && (!this->heldActions.contains(ROTATE_CCW))) {
this->board.rotate(COUNTERCLOCKWISE);
if (this->board.rotate(COUNTERCLOCKWISE)) {
this->totalLockDelay = 0;
}
}
if (before != this->board.getActivePiecePosition()) {
this->subVerticalPosition = 0;
}
/* SOFT DROP */
@@ -149,7 +193,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
else {
/* GRAVITY */
// parameters.getGravity() gives the gravity for an assumed 20-line high board
int appliedGravity = this->parameters.getGravity() * (this->board.getBoard().getBaseHeight() / 20.0);
int appliedGravity = this->parameters.getGravity() * std::max((double) this->board.getBoard().getBaseHeight() / 20.0, 1.0);
this->subVerticalPosition += appliedGravity;
while (this->subVerticalPosition >= SUBPX_PER_ROW) {
@@ -171,16 +215,18 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
}
}
// remove initial actions only once they've been applied
if (AREJustEnded) {
this->initialActions.clear();
}
}
this->framesPassed++;
if (this->lost) {
return;
}
}
// update remembered actions
// update remembered actions for next frame
if ((!this->started) || this->leftARETime > 0) {
for (Action action : playerActions) {
this->initialActions.insert(action);
@@ -189,19 +235,24 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
this->heldActions = playerActions;
if (playerActions.contains(MOVE_LEFT)) {
this->heldDAS = std::min(-1, this->heldDAS - 1);
}
if (playerActions.contains(MOVE_RIGHT)) {
this->heldDAS = std::max(1, this->heldDAS + 1);
}
else {
this->heldDAS = 0;
if (this->leftARETime > 0) {
if (playerActions.contains(MOVE_LEFT)) {
this->heldDAS = std::min(-1, this->heldDAS - 1);
}
else if (playerActions.contains(MOVE_RIGHT)) {
this->heldDAS = std::max(1, this->heldDAS + 1);
}
else {
this->heldDAS = 0;
}
}
}
void Game::movePiece(int movement, bool resetDirection) {
if (resetDirection) {
void Game::movePiece(int movement) {
int appliedDAS = this->parameters.getDAS();
int appliedARR = this->parameters.getARR();
if ((this->heldDAS * movement) <= 0) {
this->heldDAS = movement;
this->heldARR = 0;
}
@@ -209,9 +260,12 @@ void Game::movePiece(int movement, bool resetDirection) {
this->heldDAS += movement;
}
if (abs(this->heldDAS) > this->parameters.getDAS()) {
int appliedARR = this->parameters.getARR();
if (abs(this->heldDAS) == appliedDAS + 1) {
if (movement == -1) this->board.moveLeft();
if (movement == 1) this->board.moveRight();
}
if (abs(this->heldDAS) > appliedDAS + 1) {
// ARR=0 -> instant movement
if (appliedARR == 0) {
if (movement == -1) while (this->board.moveLeft());
@@ -233,7 +287,6 @@ void Game::lockPiece() {
LineClear clear = this->board.lockPiece();
this->parameters.clearLines(clear.lines);
// update B2B and score
bool B2BConditionsAreMet = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
if (clear.lines > 0) {
/* clearing one more line is worth 2x more
@@ -246,16 +299,14 @@ void Game::lockPiece() {
}
this->B2BChain = B2BConditionsAreMet;
// reset active piece
this->subVerticalPosition = 0;
this->totalLockDelay = 0;
this->totalForcedLockDelay = 0;
this->heldARR = 0;
// check for ARE
this->leftARETime = this->parameters.getARE();
if (this->leftARETime == 0) {
this->board.spawnNextPiece();
this->lost = this->board.spawnNextPiece();
}
}
@@ -291,22 +342,26 @@ bool Game::areBlocksBones() const {
return this->parameters.getBoneBlocks();
}
Board Game::getBoard() const {
Position Game::ghostPiecePosition() const {
return this->board.lowestPosition();
}
const Board& Game::getBoard() const {
return this->board.getBoard();
}
Piece Game::getActivePiece() const {
const std::shared_ptr<Piece>& Game::getActivePiece() const {
return this->board.getActivePiece();
}
Position Game::getActivePiecePosition() const {
const Position& Game::getActivePiecePosition() const {
return this->board.getActivePiecePosition();
}
Piece Game::getHeldPiece() const {
const std::shared_ptr<Piece>& Game::getHeldPiece() const {
return this->board.getHeldPiece();
}
std::vector<Piece> Game::getNextPieces() const {
const std::vector<Piece>& Game::getNextPieces() const {
return this->board.getNextPieces();
}

View File

@@ -63,7 +63,7 @@ class Game {
/**
* Move the piece in the specified direction
*/
void movePiece(int movement, bool resetDirection);
void movePiece(int movement);
/**
* Locks the piece, updates level and score and spawns the next piece if necessary
@@ -112,27 +112,32 @@ class Game {
bool areBlocksBones() const;
/**
* @return A copy of the board
* @return The position of the ghost piece
*/
Board getBoard() const;
Position ghostPiecePosition() const;
/**
* @return A copy of the active piece
* @return The board
*/
Piece getActivePiece() const;
const Board& getBoard() const;
/**
* @return A copy of the active piece position
* @return A pointer to the active piece, can be null
*/
Position getActivePiecePosition() const;
const std::shared_ptr<Piece>& getActivePiece() const;
/**
* @return A copy of the held piece
* @return The position of the active piece
*/
Piece getHeldPiece() const;
const Position& getActivePiecePosition() const;
/**
* @return A copy of the next pieces queue
* @return A pointer to the held piece, can be null
*/
std::vector<Piece> getNextPieces() const;
const std::shared_ptr<Piece>& getHeldPiece() const;
/**
* @return The next piece queue, can be empty
*/
const std::vector<Piece>& getNextPieces() const;
};

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@@ -72,15 +72,22 @@ bool GameBoard::moveDown() {
bool GameBoard::rotate(Rotation rotation) {
Piece stored = *this->activePiece;
this->rotate(rotation);
this->activePiece->rotate(rotation);
// before trying to kick, check if the piece can rotate without kicking
if (!this->activePieceInWall()) {
this->isLastMoveKick = false;
return true;
if (rotation == NONE) {
if (this->moveDown()) {
this->isLastMoveKick = false;
return true;
}
}
else {
if (!this->activePieceInWall()) {
this->isLastMoveKick = false;
return true;
}
}
// get the list of positions that touches the original piece
std::set<Position> safePositions;
for (Position position : stored.getPositions()) {
Position positionInGrid(position + this->activePiecePosition);
@@ -91,7 +98,10 @@ bool GameBoard::rotate(Rotation rotation) {
safePositions.insert(positionInGrid + Position{-1, 0});
}
// try kicking the piece down
// first try kicking the piece down
if (rotation == NONE) {
this->activePiecePosition.y -= 1;
}
bool suceeded = this->tryKicking(true, safePositions);
if (suceeded) {
this->isLastMoveKick = true;
@@ -99,6 +109,9 @@ bool GameBoard::rotate(Rotation rotation) {
}
// if it doesn't work try kicking the piece up
if (rotation == NONE) {
this->activePiecePosition.y += 1;
}
suceeded = this->tryKicking(false, safePositions);
if (suceeded) {
this->isLastMoveKick = true;
@@ -107,7 +120,10 @@ bool GameBoard::rotate(Rotation rotation) {
// if it still doesn't work, abort the rotation
this->activePiece = std::make_shared<Piece>(stored);
return false;
if (rotation == NONE) {
this->isLastMoveKick = false;
}
return (rotation == NONE);
}
bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePositions) {
@@ -118,9 +134,9 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePos
// we try from the center to the sides as long as the kicked piece touches the original
bool overlapsLeft = true;
bool overlapsRight = true;
int i = 0;
int i = (j == 0) ? 1 : 0;
do {
// check right before right arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
// check right before left arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
if (overlapsRight) {
Position shift{+i, j};
if (!this->activePieceOverlaps(safePositions, shift)) {
@@ -175,21 +191,23 @@ bool GameBoard::hold(Rotation initialRotation) {
}
}
this->goToSpawnPosition();
Piece stored = *this->activePiece;
Position storedPosition = this->activePiecePosition;
this->goToSpawnPosition();
this->rotate(initialRotation);
// if the piece can't spawn, abort initial rotation
if (this->activePieceInWall()) {
this->activePiece = std::make_shared<Piece>(stored);
this->goToSpawnPosition();
// if the piece still can't spawn, abort holding
if (this->activePieceInWall()) {
if (isFirstTimeHolding) {
this->activePiece = nullptr;
}
std::swap(this->activePiece, this->heldPiece);
this->activePiecePosition = storedPosition;
return false;
}
}
@@ -200,6 +218,8 @@ bool GameBoard::hold(Rotation initialRotation) {
this->nextQueue.erase(this->nextQueue.begin());
}
this->heldPiece->defaultRotation();
// this piece has done nothing yet
this->isLastMoveKick = false;
@@ -207,10 +227,7 @@ bool GameBoard::hold(Rotation initialRotation) {
}
bool GameBoard::spawnNextPiece() {
// generate a new piece
this->nextQueue.push_back(this->generator.getNext());
// get next piece from queue
this->activePiece = std::make_shared<Piece>(this->nextQueue.front());
this->nextQueue.erase(this->nextQueue.begin());
@@ -219,13 +236,22 @@ bool GameBoard::spawnNextPiece() {
// this piece has done nothing yet
this->isLastMoveKick = false;
return !this->activePieceInWall();
return this->activePieceInWall();
}
bool GameBoard::touchesGround() {
bool GameBoard::touchesGround() const {
return this->activePieceInWall(Position{0, -1});
}
Position GameBoard::lowestPosition() const {
Position shift = Position{0, -1};
while (!activePieceInWall(shift)) {
shift.y -= 1;
}
shift.y += 1;
return (this->activePiecePosition + shift);
}
LineClear GameBoard::lockPiece() {
bool isLockedInPlace = (this->activePieceInWall(Position{0, 1}) && this->activePieceInWall(Position{1, 0})
&& this->activePieceInWall(Position{-1, 0}) && this->activePieceInWall(Position{0, -1}));
@@ -248,23 +274,23 @@ void GameBoard::addGarbageRows(int number) {
}
}
Board GameBoard::getBoard() const {
const Board& GameBoard::getBoard() const {
return this->board;
}
Piece GameBoard::getActivePiece() const {
return *this->activePiece;
const std::shared_ptr<Piece>& GameBoard::getActivePiece() const {
return this->activePiece;
}
Position GameBoard::getActivePiecePosition() const {
const Position& GameBoard::getActivePiecePosition() const {
return this->activePiecePosition;
}
Piece GameBoard::getHeldPiece() const {
return *this->heldPiece;
const std::shared_ptr<Piece>& GameBoard::getHeldPiece() const {
return this->heldPiece;
}
std::vector<Piece> GameBoard::getNextPieces() const {
const std::vector<Piece>& GameBoard::getNextPieces() const {
return this->nextQueue;
}
@@ -293,6 +319,8 @@ void GameBoard::goToSpawnPosition() {
// center the piece horizontally, biased towards left
this->activePiecePosition.x = (this->board.getWidth() - this->activePiece->getLength()) / 2;
this->activePiece->defaultRotation();
}
std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {

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@@ -60,7 +60,7 @@ class GameBoard {
bool moveDown();
/**
* Tries rotating the piece and kicking it if necessary
* Tries rotating the piece and kicking it if necessary, if it's a 0° rotation, it will forcefully try kicking
* @return If it suceeded
*/
bool rotate(Rotation rotation);
@@ -89,7 +89,13 @@ class GameBoard {
* Checks is the active piece as a wall directly below one of its position
* @return If it touches a ground
*/
bool touchesGround();
bool touchesGround() const;
/**
* Computes what the piece position would be if it were to be dropped down as much as possible
* @return The lowest position before hitting a wall
*/
Position lowestPosition() const;
/**
* Locks the active piece into the board and clears lines if needed
@@ -103,34 +109,34 @@ class GameBoard {
void addGarbageRows(int number);
/**
* @return A copy of the board
* @return The board
*/
Board getBoard() const;
const Board& getBoard() const;
/**
* @return A copy of the active piece
* @return A pointer to the active piece, can be null
*/
Piece getActivePiece() const;
const std::shared_ptr<Piece>& getActivePiece() const;
/**
* @return A copy of the position of the active piece
* @return The position of the active piece
*/
Position getActivePiecePosition() const;
const Position& getActivePiecePosition() const;
/**
* @return A copy of the held piece
* @return A pointer to the held piece, can be null
*/
Piece getHeldPiece() const;
const std::shared_ptr<Piece>& getHeldPiece() const;
/**
* @return A copy of the next piece queue
* @return The next piece queue, can be empty
*/
std::vector<Piece> getNextPieces() const;
const std::vector<Piece>& getNextPieces() const;
private:
/**
* Checks if one of the active piece's positions touches a wall in the board
* @return If the active piece is in a wall
* @return If the active piece spawned in a wall
*/
bool activePieceInWall(const Position& shift = Position{0, 0}) const;

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@@ -118,7 +118,7 @@ void GameParameters::updateStats() {
if (this->level < 0) {
this->gravity = gravityPerLevel[0];
}
else if (this->gravity > 20) {
else if (this->level > 20) {
this->gravity = gravityPerLevel[20];
}
else {

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@@ -77,12 +77,12 @@ class PiecesList {
int getNumberOfPieces(int size) const;
/**
* @return The indexes of all selected pieces
* @return A copy of the indexes of all selected pieces
*/
std::vector<std::pair<int, int>> getSelectedPieces() const;
/**
* @return The piece corresponding to the specified index
* @return A copy of the piece corresponding to the specified index
*/
Piece getPiece(const std::pair<int, int>& pieceIndex) const;

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@@ -12,6 +12,8 @@
Piece::Piece(const Polyomino& polyomino, Block blockType) :
polyomino(polyomino),
blockType(blockType) {
this->rotationState = NONE;
}
void Piece::rotate(Rotation rotation) {
@@ -21,9 +23,22 @@ void Piece::rotate(Rotation rotation) {
this->polyomino.rotate180();
if (rotation == COUNTERCLOCKWISE)
this->polyomino.rotateCCW();
this->rotationState += rotation;
}
std::set<Position> Piece::getPositions() const {
void Piece::defaultRotation() {
if (this->rotationState == CLOCKWISE)
this->polyomino.rotateCCW();
if (this->rotationState == DOUBLE)
this->polyomino.rotate180();
if (this->rotationState == COUNTERCLOCKWISE)
this->polyomino.rotateCW();
this->rotationState = NONE;
}
const std::set<Position>& Piece::getPositions() const {
return this->polyomino.getPositions();
}

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@@ -13,8 +13,9 @@
*/
class Piece {
private:
Polyomino polyomino; // a polyomino representing the piece, (0, 0) is downleft
Block blockType; // the block type of the piece
Polyomino polyomino; // a polyomino representing the piece, (0, 0) is downleft
Block blockType; // the block type of the piece
Rotation rotationState; // the current rotation of the piece
public:
/**
@@ -28,9 +29,14 @@ class Piece {
void rotate(Rotation rotation);
/**
* @return A copy of the list of positions of the piece
* Rotates the piece to its default rotation
*/
std::set<Position> getPositions() const;
void defaultRotation();
/**
* @return The list of positions of the piece
*/
const std::set<Position>& getPositions() const;
/**
* @return The length of the piece

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@@ -267,7 +267,7 @@ void Polyomino::tryToInsertPosition(std::set<Position>& emptyPositions, const Po
tryToInsertPosition(emptyPositions, Position{candidate.x - 1, candidate.y});
}
std::set<Position> Polyomino::getPositions() const {
const std::set<Position>& Polyomino::getPositions() const {
return this->positions;
}
@@ -293,7 +293,7 @@ bool Polyomino::operator<(const Polyomino& other) const {
return false;
}
bool Polyomino::operator ==(const Polyomino& other) const {
bool Polyomino::operator==(const Polyomino& other) const {
return this->positions == other.positions;
}

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@@ -78,9 +78,9 @@ class Polyomino {
public:
/**
* @return A copy of the positions of the polyomino
* @return The positions of the polyomino
*/
std::set<Position> getPositions() const;
const std::set<Position>& getPositions() const;
/**
* @return The length of the polyomino
@@ -103,7 +103,7 @@ class Polyomino {
* Equality operator, two polyominos are equal if their positions are the same, that means two polyominos of the same shape at different places will not be equal
* @return If the polyomino is equal to another
*/
bool operator ==(const Polyomino& other) const;
bool operator==(const Polyomino& other) const;
/**
* Stream output operator, adds a 2D grid representing the polyomino

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@@ -62,6 +62,14 @@ inline bool operator==(const Position& left, const Position& right) {
return (left.x == right.x) && (left.y == right.y);
}
/**
* Inequality operator, two positions aren't equal if their coordinates aren't
* @return If the two positions aren't equals
*/
inline bool operator!=(const Position& left, const Position& right) {
return (left.x != right.x) || (left.y != right.y);
}
/**
* Stream output operator, adds the coordinates of the position to the stream
* @return A reference to the output stream

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@@ -17,7 +17,7 @@ enum Rotation {
* @return A rotation corresponding to doing both rotations
*/
inline Rotation operator+(const Rotation& left, const Rotation& right) {
return Rotation((left + right) % 4);
return Rotation(((int) left + (int) right) % 4);
}
/**

323
src/TextUI/TextApp.cpp Normal file
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@@ -0,0 +1,323 @@
#include "TextApp.h"
#include "../Core/Menu.h"
#include <map>
#include <set>
#include <string>
#include <sstream>
#include <algorithm>
#include <cstdlib>
#include <exception>
static const int FRAMES_PER_INPUT = FRAMES_PER_SECOND / 2;
static const int MAXIMUM_PIECE_SIZE = 10;
static const int DEFAULT_PIECE_SIZE = 4;
static const int MAXIMUM_BOARD_WIDTH = 30;
static const int MAXIMYM_BOARD_HEIGHT = 40;
static const Gamemode DEFAULT_GAMEMODE = SPRINT;
TextApp::TextApp() {
this->defaultKeybinds();
this->gameMenu.getPiecesList().loadPieces(MAXIMUM_PIECE_SIZE);
this->gameMenu.getPiecesList().selectAllPieces(DEFAULT_PIECE_SIZE);
this->gameMenu.getPlayerControls().setDAS(FRAMES_PER_INPUT - 1);
this->gameMenu.getPlayerControls().setARR(FRAMES_PER_INPUT);
this->gameMenu.getPlayerControls().setSDR(0);
}
void TextApp::run() {
bool quit = false;
std::string answer;
int selectedAnswer = 0;
while (!quit) {
std::cout << "\n\n\n";
std::cout << "===| WELCOME TO JMINOS! |===" << std::endl;
std::cout << "1- Change pieces" << std::endl;
std::cout << "2- Change board" << std::endl;
std::cout << "3- See controls" << std::endl;
std::cout << "4- Start game" << std::endl;
std::cout << "5- Quit" << std::endl;
std::cout << "Choice: ";
std::getline(std::cin, answer);
try {
selectedAnswer = std::stoi(answer);
}
catch (std::exception ignored) {}
switch (selectedAnswer) {
case 1 : {this->choosePieces(); break;}
case 2 : {this->chooseBoardSize(); break;}
case 3 : {this->seeKeybinds(); break;}
case 4 : {this->startGame(); break;}
case 5 : {quit = true; break;}
default : std::cout << "Invalid answer!" << std::endl;
}
}
std::cout << "===| SEE YA NEXT TIME! |===";
}
void TextApp::choosePieces() {
std::cout << "\n\n\n";
std::cout << "Choose which piece sizes to play with (from 1 to " << MAXIMUM_PIECE_SIZE << "), separate mutltiple sizes with blank spaces." << std::endl;
std::cout << "Choice: ";
std::string answer;
std::getline(std::cin, answer);
this->gameMenu.getPiecesList().unselectAll();
std::cout << "Selected pieces of sizes:";
std::stringstream answerStream(answer);
for (std::string size; std::getline(answerStream, size, ' ');) {
try {
int selectedSize = std::stoi(size);
if (selectedSize >= 1 && selectedSize <= MAXIMUM_PIECE_SIZE) {
if (this->gameMenu.getPiecesList().selectAllPieces(selectedSize)) {
std::cout << " " << selectedSize;
}
}
}
catch (std::exception ignored) {}
}
std::string waiting;
std::getline(std::cin, waiting);
}
void TextApp::chooseBoardSize() {
std::string answer;
std::cout << "\n\n\n";
std::cout << "Current board width and height: " << this->gameMenu.getBoardWidth() << "x" << this->gameMenu.getBoardHeight() << std::endl;
std::cout << "Choose the width of the board (from 1 to " << MAXIMUM_BOARD_WIDTH << ")." << std::endl;
std::cout << "Choice: ";
std::getline(std::cin, answer);
try {
int selectedSize = std::stoi(answer);
if (selectedSize >= 1 && selectedSize <= MAXIMUM_BOARD_WIDTH) {
this->gameMenu.setBoardWidth(selectedSize);
}
}
catch (std::exception ignored) {}
std::cout << "Choose the height of the board (from 1 to " << MAXIMYM_BOARD_HEIGHT << ")." << std::endl;
std::cout << "Choice: ";
std::getline(std::cin, answer);
try {
int selectedSize = std::stoi(answer);
if (selectedSize >= 1 && selectedSize <= MAXIMYM_BOARD_HEIGHT) {
this->gameMenu.setBoardHeight(selectedSize);
}
}
catch (std::exception ignored) {}
std::cout << "New board width and height: " << this->gameMenu.getBoardWidth() << "x" << this->gameMenu.getBoardHeight();
std::string waiting;
std::getline(std::cin, waiting);
}
void TextApp::seeKeybinds() const {
std::cout << "\n\n\n";
std::cout << "Quit/Pause/Retry: quit/pause/retry" << std::endl;
std::cout << "Hold : h" << std::endl;
std::cout << "Soft/Hard drop : sd/hd" << std::endl;
std::cout << "Move left/right : l/r" << std::endl;
std::cout << "Rotate 0/CW/180/CCW: c/cw/cc/ccw" << std::endl;
std::cout << "\n";
std::cout << "To do several actions at the same time, separe them with blank spaces." << std::endl;
std::cout << "Remember that for certains actions like hard dropping, you need to release it before using it again, even if a different piece spawned.";
std::string waiting;
std::getline(std::cin, waiting);
}
void TextApp::defaultKeybinds() {
this->keybinds.clear();
this->keybinds.insert({"quit", QUIT});
this->keybinds.insert({"pause", PAUSE});
this->keybinds.insert({"retry", RETRY});
this->keybinds.insert({"h", HOLD});
this->keybinds.insert({"sd", SOFT_DROP});
this->keybinds.insert({"hd", HARD_DROP});
this->keybinds.insert({"l", MOVE_LEFT});
this->keybinds.insert({"r", MOVE_RIGHT});
this->keybinds.insert({"c", ROTATE_0});
this->keybinds.insert({"cw", ROTATE_CW});
this->keybinds.insert({"cc", ROTATE_180});
this->keybinds.insert({"ccw", ROTATE_CCW});
}
void TextApp::startGame() const {
Game game = this->gameMenu.startGame(DEFAULT_GAMEMODE);
game.start();
std::cout << "\n\n\n";
this->printGame(game);
bool quit = false;
bool paused = false;
std::string answer;
while (!quit) {
std::cout << "Actions: ";
std::getline(std::cin, answer);
std::stringstream answerStream(answer);
std::vector<std::string> actions;
for (std::string action; std::getline(answerStream, action, ' ');) {
actions.push_back(action);
}
std::set<Action> playerActions;
for (std::string action : actions) {
if (this->keybinds.contains(action)) {
playerActions.insert(this->keybinds.at(action));
}
}
if (playerActions.contains(PAUSE)) {
paused = (!paused);
}
if (!paused) {
if (playerActions.contains(QUIT)) {
quit = true;
}
else if (playerActions.contains(RETRY)) {
game.reset();
game.start();
}
else {
for (int i = 0; i < FRAMES_PER_INPUT; i++) {
game.nextFrame(playerActions);
}
}
}
std::cout << "\n\n\n";
if (paused) {
std::cout << "--<[PAUSED]>--" << std::endl;
}
this->printGame(game);
if (game.hasLost()) {
quit = true;
std::cout << "You lost!" << std::endl;
}
else if (game.hasWon()) {
quit = true;
std::cout << "You won!" << std::endl;
}
}
}
void TextApp::printGame(const Game& game) const {
int maxHeight = game.getBoard().getGridHeight();
if (game.getActivePiece() != nullptr) {
for (const Position& position : game.getActivePiece()->getPositions()) {
maxHeight = std::max(maxHeight, position.y + game.getActivePiecePosition().y);
}
}
bool lineCountPrinted = false;
bool holdBoxStartedPrinting = false;
bool holdBoxFinishedPrinting = false;
bool nextQueueStartedPrinting = false;
bool nextQueueFinishedPrinting = false;
int nextQueuePrintedPiece;
int printedPieceLineHeight;
for (int y = maxHeight; y >= 0; y--) {
for (int x = 0; x < game.getBoard().getWidth(); x++) {
bool isActivePieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getActivePiecePosition()));
bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.ghostPiecePosition()));
Block block = (isActivePieceHere || isGhostPieceHere) ? game.getActivePiece()->getBlockType() : game.getBoard().getBlock(Position{x, y});
if (isActivePieceHere || isGhostPieceHere) {
std::cout << getConsoleColorCode(block);
}
else {
std::cout << getResetConsoleColorCode();
}
if (block != NOTHING && (!(isGhostPieceHere && !isActivePieceHere))) {
std::cout << "*";
}
else {
if (y < game.getBoard().getBaseHeight()) {
if (isGhostPieceHere) {
std::cout << "=";
}
else {
std::cout << "-";
}
}
else {
std::cout << " ";
}
}
}
if (y < game.getBoard().getGridHeight()) {
std::cout << " ";
if (!lineCountPrinted) {
std::cout << getResetConsoleColorCode() << "Lines: " << game.getClearedLines();
lineCountPrinted = true;
}
else if (!holdBoxFinishedPrinting) {
if (!holdBoxStartedPrinting) {
std::cout << getResetConsoleColorCode() << "Hold:";
printedPieceLineHeight = (game.getHeldPiece() == nullptr) ? -1 : (game.getHeldPiece()->getLength() - 1);
holdBoxStartedPrinting = true;
}
else {
for (int i = 0; i < game.getHeldPiece()->getLength(); i++) {
if (game.getHeldPiece()->getPositions().contains(Position{i, printedPieceLineHeight})) {
std::cout << getConsoleColorCode(game.getHeldPiece()->getBlockType()) << "*";
}
else {
std::cout << getResetConsoleColorCode() << "-";
}
}
printedPieceLineHeight--;
}
if (printedPieceLineHeight < 0) {
holdBoxFinishedPrinting = true;
}
}
else if (!nextQueueFinishedPrinting) {
if (!nextQueueStartedPrinting) {
std::cout << getResetConsoleColorCode() << "Next:";
printedPieceLineHeight = (game.getNextPieces().size() == 0) ? -1 : (game.getNextPieces().at(0).getLength() - 1);
nextQueuePrintedPiece = 0;
nextQueueStartedPrinting = true;
}
else {
for (int i = 0; i < game.getNextPieces().at(nextQueuePrintedPiece).getLength(); i++) {
if (game.getNextPieces().at(nextQueuePrintedPiece).getPositions().contains(Position{i, printedPieceLineHeight})) {
std::cout << getConsoleColorCode(game.getNextPieces().at(nextQueuePrintedPiece).getBlockType()) << "*";
}
else {
std::cout << getResetConsoleColorCode() << "-";
}
}
printedPieceLineHeight--;
}
if (printedPieceLineHeight < 0) {
nextQueuePrintedPiece++;
if (nextQueuePrintedPiece >= game.getNextPieces().size()) {
nextQueueFinishedPrinting = true;
}
else {
printedPieceLineHeight = game.getNextPieces().at(nextQueuePrintedPiece).getLength() - 1;
}
}
}
}
std::cout << "\n";
}
std::cout << getResetConsoleColorCode();
}

58
src/TextUI/TextApp.h Normal file
View File

@@ -0,0 +1,58 @@
#pragma once
#include "../Core/Menu.h"
#include <map>
#include <string>
/**
* Textual interface for the app
*/
class TextApp {
private:
Menu gameMenu; // the interface with the core of the app
std::map<std::string, Action> keybinds; // what the player needs to type to perform in-game actions
public:
/**
* Initializes the app with default settings
*/
TextApp();
/**
* Runs the app
*/
void run();
private:
/**
* Sub-menu to select which pieces to play with
*/
void choosePieces();
/**
* Sub-menu to change the size of the board
*/
void chooseBoardSize();
/**
* Sub-menu to see the in-game controls
*/
void seeKeybinds() const;
/**
* Sets the controls to their default values
*/
void defaultKeybinds();
/**
* Starts a new game with the current settings
*/
void startGame() const;
/**
* Prints the current state of a game to the console
*/
void printGame(const Game& game) const;
};

View File

@@ -1,6 +1,6 @@
#include "../Core/Menu.h"
#include "../Pieces/Generator.h"
#include "../Pieces/PiecesFiles.h"
#include "TextApp.h"
#include <chrono>
@@ -18,13 +18,8 @@ void readStatsFromFilesForAllSizes(int amount);
int main(int argc, char** argv) {
std::srand(std::time(NULL));
Menu menu;
menu.getPiecesList().loadPieces(4);
menu.getPiecesList().selectAllPieces(4);
Game game = menu.startGame(SPRINT);
game.start();
loadFromFilesForOneSize(13);
TextApp UI;
UI.run();
return 0;
}