ajouté interface textuelle
This commit is contained in:
@@ -1,10 +1,13 @@
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#pragma once
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#include <iostream>
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/**
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* The list of actions that can be taken by the player
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*/
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enum Action {
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QUIT,
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PAUSE,
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RETRY,
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HOLD,
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@@ -12,7 +15,33 @@ enum Action {
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HARD_DROP,
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MOVE_LEFT,
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MOVE_RIGHT,
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ROTATE_0,
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ROTATE_CW,
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ROTATE_180,
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ROTATE_CCW
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};
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static const std::string ACTION_NAMES[] = { // name for each action
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"Quit",
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"Pause",
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"Retry",
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"Hold",
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"Soft drop",
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"Hard drop",
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"Move left",
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"Move right",
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"Rotate 0°",
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"Rotate CW",
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"Rotate 180°",
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"Rotate CCW"
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};
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/**
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* Stream output operator, adds the name of the action
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* @return A reference to the output stream
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*/
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inline std::ostream& operator<<(std::ostream& os, const Action action) {
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os << ACTION_NAMES[action];
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return os;
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}
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@@ -87,7 +87,7 @@ Block Board::getBlock(const Position& position) const {
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return this->grid.at(position.y).at(position.x);
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}
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std::vector<std::vector<Block>> Board::getBlocks() const {
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const std::vector<std::vector<Block>>& Board::getBlocks() const {
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return this->grid;
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}
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@@ -44,14 +44,14 @@ class Board {
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void clearBoard();
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/**
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* @return A copy of the block at the specified position
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* @return The block at the specified position
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*/
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Block getBlock(const Position& position) const;
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/**
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* @return A copy of the grid
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* @return The grid
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*/
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std::vector<std::vector<Block>> getBlocks() const;
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const std::vector<std::vector<Block>>& getBlocks() const;
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/**
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* @return The width of the grid
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@@ -25,7 +25,7 @@ Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardH
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void Game::start() {
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this->started = true;
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this->lost = this->board.spawnNextPiece();
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this->leftARETime = 1;
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}
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void Game::reset() {
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@@ -48,7 +48,6 @@ void Game::initialize() {
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this->heldDAS = 0;
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this->heldARR = 0;
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this->subVerticalPosition = 0;
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this->leftARETime = 0;
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this->totalLockDelay = 0;
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this->totalForcedLockDelay = 0;
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}
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@@ -64,14 +63,14 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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if (this->leftARETime == 0) {
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if (AREJustEnded) {
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this->board.spawnNextPiece();
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this->lost = this->board.spawnNextPiece();
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}
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/* IRS and IHS */
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Rotation initialRotation = NONE
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+ (this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE
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+ (this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE
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+ (this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE;
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+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
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+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
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+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
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if (this->initialActions.contains(HOLD)) {
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if (this->board.hold(initialRotation)) {
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@@ -79,13 +78,35 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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this->totalLockDelay = 0;
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this->heldARR = 0;
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}
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else {
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this->lost = true;
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}
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}
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else {
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if (initialRotation != NONE) {
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this->board.rotate(initialRotation);
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if (initialRotation != NONE || this->initialActions.contains(ROTATE_0)) {
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Position before = this->board.getActivePiecePosition();
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if (this->board.rotate(initialRotation)) {
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this->totalLockDelay = 0;
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if (before != this->board.getActivePiecePosition()) {
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this->subVerticalPosition = 0;
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}
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}
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else {
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this->lost = true;
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}
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}
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}
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if (this->lost) {
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if (initialRotation == NONE && (!this->initialActions.contains(ROTATE_0))) {
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this->board.rotate(NONE);
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}
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}
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if (this->lost) {
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this->framesPassed++;
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return;
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}
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/* HOLD */
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if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
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if (this->board.hold()) {
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@@ -96,25 +117,48 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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}
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/* MOVE LEFT/RIGHT */
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Position before = this->board.getActivePiecePosition();
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if (playerActions.contains(MOVE_LEFT)) {
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this->movePiece(-1, (this->heldDAS >= 0));
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this->movePiece(-1);
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}
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if (playerActions.contains(MOVE_RIGHT)) {
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this->movePiece(1, (this->heldDAS <= 0));
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else if (playerActions.contains(MOVE_RIGHT)) {
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this->movePiece(1);
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}
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else {
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this->heldDAS = 0;
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}
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if (before != this->board.getActivePiecePosition()) {
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this->totalLockDelay = 0;
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}
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/* ROTATIONS */
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before = this->board.getActivePiecePosition();
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if (playerActions.contains(ROTATE_0) && (!this->heldActions.contains(ROTATE_0))) {
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if (this->board.rotate(NONE)) {
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this->totalLockDelay = 0;
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}
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}
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if (playerActions.contains(ROTATE_CW) && (!this->heldActions.contains(ROTATE_CW))) {
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this->board.rotate(CLOCKWISE);
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if (this->board.rotate(CLOCKWISE)) {
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this->totalLockDelay = 0;
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}
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}
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if (playerActions.contains(ROTATE_180) && (!this->heldActions.contains(ROTATE_180))) {
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this->board.rotate(DOUBLE);
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if (this->board.rotate(DOUBLE)) {
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this->totalLockDelay = 0;
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}
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}
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if (playerActions.contains(ROTATE_CCW) && (!this->heldActions.contains(ROTATE_CCW))) {
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this->board.rotate(COUNTERCLOCKWISE);
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if (this->board.rotate(COUNTERCLOCKWISE)) {
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this->totalLockDelay = 0;
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}
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}
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if (before != this->board.getActivePiecePosition()) {
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this->subVerticalPosition = 0;
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}
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/* SOFT DROP */
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@@ -149,7 +193,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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else {
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/* GRAVITY */
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// parameters.getGravity() gives the gravity for an assumed 20-line high board
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int appliedGravity = this->parameters.getGravity() * (this->board.getBoard().getBaseHeight() / 20.0);
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int appliedGravity = this->parameters.getGravity() * std::max((double) this->board.getBoard().getBaseHeight() / 20.0, 1.0);
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this->subVerticalPosition += appliedGravity;
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while (this->subVerticalPosition >= SUBPX_PER_ROW) {
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@@ -171,16 +215,18 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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}
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}
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// remove initial actions only once they've been applied
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if (AREJustEnded) {
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this->initialActions.clear();
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}
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}
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this->framesPassed++;
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if (this->lost) {
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return;
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}
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}
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// update remembered actions
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// update remembered actions for next frame
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if ((!this->started) || this->leftARETime > 0) {
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for (Action action : playerActions) {
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this->initialActions.insert(action);
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@@ -189,19 +235,24 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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this->heldActions = playerActions;
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if (playerActions.contains(MOVE_LEFT)) {
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this->heldDAS = std::min(-1, this->heldDAS - 1);
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}
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if (playerActions.contains(MOVE_RIGHT)) {
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this->heldDAS = std::max(1, this->heldDAS + 1);
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}
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else {
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this->heldDAS = 0;
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if (this->leftARETime > 0) {
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if (playerActions.contains(MOVE_LEFT)) {
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this->heldDAS = std::min(-1, this->heldDAS - 1);
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}
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else if (playerActions.contains(MOVE_RIGHT)) {
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this->heldDAS = std::max(1, this->heldDAS + 1);
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}
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else {
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this->heldDAS = 0;
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}
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}
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}
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void Game::movePiece(int movement, bool resetDirection) {
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if (resetDirection) {
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void Game::movePiece(int movement) {
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int appliedDAS = this->parameters.getDAS();
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int appliedARR = this->parameters.getARR();
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if ((this->heldDAS * movement) <= 0) {
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this->heldDAS = movement;
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this->heldARR = 0;
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}
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@@ -209,9 +260,12 @@ void Game::movePiece(int movement, bool resetDirection) {
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this->heldDAS += movement;
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}
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if (abs(this->heldDAS) > this->parameters.getDAS()) {
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int appliedARR = this->parameters.getARR();
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if (abs(this->heldDAS) == appliedDAS + 1) {
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if (movement == -1) this->board.moveLeft();
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if (movement == 1) this->board.moveRight();
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}
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if (abs(this->heldDAS) > appliedDAS + 1) {
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// ARR=0 -> instant movement
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if (appliedARR == 0) {
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if (movement == -1) while (this->board.moveLeft());
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@@ -233,7 +287,6 @@ void Game::lockPiece() {
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LineClear clear = this->board.lockPiece();
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this->parameters.clearLines(clear.lines);
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// update B2B and score
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bool B2BConditionsAreMet = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
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if (clear.lines > 0) {
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/* clearing one more line is worth 2x more
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@@ -246,16 +299,14 @@ void Game::lockPiece() {
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}
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this->B2BChain = B2BConditionsAreMet;
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// reset active piece
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this->subVerticalPosition = 0;
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this->totalLockDelay = 0;
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this->totalForcedLockDelay = 0;
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this->heldARR = 0;
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// check for ARE
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this->leftARETime = this->parameters.getARE();
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if (this->leftARETime == 0) {
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this->board.spawnNextPiece();
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this->lost = this->board.spawnNextPiece();
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}
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}
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@@ -291,22 +342,26 @@ bool Game::areBlocksBones() const {
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return this->parameters.getBoneBlocks();
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}
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Board Game::getBoard() const {
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Position Game::ghostPiecePosition() const {
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return this->board.lowestPosition();
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}
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const Board& Game::getBoard() const {
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return this->board.getBoard();
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}
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Piece Game::getActivePiece() const {
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const std::shared_ptr<Piece>& Game::getActivePiece() const {
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return this->board.getActivePiece();
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}
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Position Game::getActivePiecePosition() const {
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const Position& Game::getActivePiecePosition() const {
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return this->board.getActivePiecePosition();
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}
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Piece Game::getHeldPiece() const {
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const std::shared_ptr<Piece>& Game::getHeldPiece() const {
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return this->board.getHeldPiece();
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}
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std::vector<Piece> Game::getNextPieces() const {
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const std::vector<Piece>& Game::getNextPieces() const {
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return this->board.getNextPieces();
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}
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@@ -63,7 +63,7 @@ class Game {
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/**
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* Move the piece in the specified direction
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*/
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void movePiece(int movement, bool resetDirection);
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void movePiece(int movement);
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/**
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* Locks the piece, updates level and score and spawns the next piece if necessary
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@@ -112,27 +112,32 @@ class Game {
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bool areBlocksBones() const;
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/**
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* @return A copy of the board
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* @return The position of the ghost piece
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*/
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Board getBoard() const;
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Position ghostPiecePosition() const;
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/**
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* @return A copy of the active piece
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* @return The board
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*/
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Piece getActivePiece() const;
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const Board& getBoard() const;
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/**
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* @return A copy of the active piece position
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* @return A pointer to the active piece, can be null
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*/
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Position getActivePiecePosition() const;
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const std::shared_ptr<Piece>& getActivePiece() const;
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/**
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* @return A copy of the held piece
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* @return The position of the active piece
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*/
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Piece getHeldPiece() const;
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const Position& getActivePiecePosition() const;
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/**
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* @return A copy of the next pieces queue
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* @return A pointer to the held piece, can be null
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*/
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std::vector<Piece> getNextPieces() const;
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const std::shared_ptr<Piece>& getHeldPiece() const;
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/**
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* @return The next piece queue, can be empty
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*/
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const std::vector<Piece>& getNextPieces() const;
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};
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@@ -72,15 +72,22 @@ bool GameBoard::moveDown() {
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bool GameBoard::rotate(Rotation rotation) {
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Piece stored = *this->activePiece;
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this->rotate(rotation);
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this->activePiece->rotate(rotation);
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// before trying to kick, check if the piece can rotate without kicking
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if (!this->activePieceInWall()) {
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this->isLastMoveKick = false;
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return true;
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if (rotation == NONE) {
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if (this->moveDown()) {
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this->isLastMoveKick = false;
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return true;
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}
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}
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else {
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if (!this->activePieceInWall()) {
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this->isLastMoveKick = false;
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return true;
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}
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}
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// get the list of positions that touches the original piece
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std::set<Position> safePositions;
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for (Position position : stored.getPositions()) {
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Position positionInGrid(position + this->activePiecePosition);
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@@ -91,7 +98,10 @@ bool GameBoard::rotate(Rotation rotation) {
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safePositions.insert(positionInGrid + Position{-1, 0});
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}
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// try kicking the piece down
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// first try kicking the piece down
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if (rotation == NONE) {
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this->activePiecePosition.y -= 1;
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}
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bool suceeded = this->tryKicking(true, safePositions);
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if (suceeded) {
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this->isLastMoveKick = true;
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@@ -99,6 +109,9 @@ bool GameBoard::rotate(Rotation rotation) {
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}
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// if it doesn't work try kicking the piece up
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if (rotation == NONE) {
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this->activePiecePosition.y += 1;
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}
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suceeded = this->tryKicking(false, safePositions);
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if (suceeded) {
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this->isLastMoveKick = true;
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@@ -107,7 +120,10 @@ bool GameBoard::rotate(Rotation rotation) {
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// if it still doesn't work, abort the rotation
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this->activePiece = std::make_shared<Piece>(stored);
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return false;
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if (rotation == NONE) {
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this->isLastMoveKick = false;
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}
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return (rotation == NONE);
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}
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bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePositions) {
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@@ -118,9 +134,9 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePos
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// we try from the center to the sides as long as the kicked piece touches the original
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bool overlapsLeft = true;
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bool overlapsRight = true;
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int i = 0;
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int i = (j == 0) ? 1 : 0;
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do {
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// check right before right arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
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// check right before left arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
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if (overlapsRight) {
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Position shift{+i, j};
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if (!this->activePieceOverlaps(safePositions, shift)) {
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@@ -175,21 +191,23 @@ bool GameBoard::hold(Rotation initialRotation) {
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}
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}
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this->goToSpawnPosition();
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Piece stored = *this->activePiece;
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Position storedPosition = this->activePiecePosition;
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this->goToSpawnPosition();
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this->rotate(initialRotation);
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// if the piece can't spawn, abort initial rotation
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if (this->activePieceInWall()) {
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this->activePiece = std::make_shared<Piece>(stored);
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this->goToSpawnPosition();
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// if the piece still can't spawn, abort holding
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if (this->activePieceInWall()) {
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if (isFirstTimeHolding) {
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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) {
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user