mis en place la PR de simon sur les couleurs
This commit is contained in:
@@ -2,11 +2,13 @@
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#include "../Pieces/Piece.h"
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#include <Vector>
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#include <vector>
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#include <cstdlib>
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Bag::Bag(const std::vector<Piece>& pieces) : pieces(pieces) {
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Bag::Bag(const std::vector<Piece>& pieces) :
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pieces(pieces) {
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// initialize bags
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this->currentBag.clear();
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for (int i = 0; i < this->pieces.size(); i++) {
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@@ -19,7 +21,6 @@ Bag::Bag(const std::vector<Piece>& pieces) : pieces(pieces) {
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}
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Piece Bag::lookNext() {
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// return the next piece
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return this->pieces.at(this->next);
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}
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@@ -2,7 +2,7 @@
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#include "../Pieces/Piece.h"
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#include <Vector>
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#include <vector>
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/**
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@@ -10,11 +10,11 @@
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*/
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class Bag {
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private:
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std::vector<Piece> pieces; // the pieces the bag can dispense
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int next; // the next piece to give
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std::vector<Piece> pieces; // the pieces the bag can dispense
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int next; // the next piece to give
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std::vector<int> currentBag; // the list of pieces that are still to be taken out before starting a new bag
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std::vector<int> nextBag; // the list of pieces that have been taken out of the current bag and have been placed in the next
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std::vector<int> nextBag; // the list of pieces that have been taken out of the current bag and have been placed in the next
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public:
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/**
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* Creates a new bag of the specified list of pieces
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@@ -22,12 +22,14 @@ class Bag {
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Bag(const std::vector<Piece>& pieces);
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/**
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* Looks at what the next picked piece will be
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* Looks at what the next picked piece will be, without removing it from the bag
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* @return The next piece
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*/
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Piece lookNext();
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/**
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* Picks a new piece from the current bag
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* Picks a new piece from the current bag, removing it from the bag
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* @return The next piece
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*/
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Piece getNext();
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@@ -2,13 +2,25 @@
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#include "../Pieces/Piece.h"
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#include <Vector>
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#include <Set>
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#include <vector>
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#include <set>
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#include <iostream>
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Board::Board(int width, int height) : width(width), height(height) {
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std::vector<Color> emptyRow;
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static constexpr std::vector<Block> getEmptyRow(int width) {
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std::vector<Block> emptyRow;
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for (int i = 0; i < width; i ++) {
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emptyRow.push_back(NOTHING);
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}
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return emptyRow;
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}
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Board::Board(int width, int height) :
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width(width),
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height(height) {
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std::vector<Block> emptyRow;
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for (int i = 0; i < width; i ++) {
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emptyRow.push_back(NOTHING);
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}
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@@ -20,13 +32,13 @@ Board::Board(int width, int height) : width(width), height(height) {
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}
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}
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void Board::addBlock(const Cell& position, Color block) {
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void Board::addBlock(const Position& position, Block block) {
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// if the block is out of bounds we discard it
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if (position.x < 0 || position.x >= this->width || position.y < 0) return;
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// resize the grid if needed
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if (position.y >= this->grid.size()) {
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std::vector<Color> emptyRow;
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std::vector<Block> emptyRow;
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for (int i = 0; i < width; i ++) {
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emptyRow.push_back(NOTHING);
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}
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@@ -35,29 +47,26 @@ void Board::addBlock(const Cell& position, Color block) {
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}
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}
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// change the block in the grid
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this->grid.at(position.y).at(position.x) = block;
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}
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int Board::clearRows() {
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std::vector<Color> emptyRow;
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std::vector<Block> emptyRow;
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for (int i = 0; i < width; i ++) {
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emptyRow.push_back(NOTHING);
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}
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// check from top to bottom
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// check from top to bottom, so that erasing lines don't screw up the looping
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int clearedLines = 0;
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for (int j = this->grid.size() - 1; j >= 0; j--) {
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// check if a line has a block on every column
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bool isFull = true;
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bool lineIsFull = true;
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for (int i = 0; i < this->width; i++) {
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if (this->grid.at(j).at(i) == NOTHING) {
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isFull = false;
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lineIsFull = false;
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}
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}
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// if it has, erase it and add a new row at the top
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if (isFull) {
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if (lineIsFull) {
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this->grid.erase(this->grid.begin() + j);
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if(this->grid.size() < height) this->grid.push_back(emptyRow);
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clearedLines++;
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@@ -67,18 +76,15 @@ int Board::clearRows() {
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return clearedLines;
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}
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Color Board::getBlock(const Cell& position) const {
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// if the block is out of bounds
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if (position.x < 0 || position.x >= this->width || position.y < 0) return OUT_OF_BOUND;
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Block Board::getBlock(const Position& position) const {
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if (position.x < 0 || position.x >= this->width || position.y < 0) return OUT_OF_BOUNDS;
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// if the block is higher than the current grid, since it can grow indefinitely we do as if it was there but empty
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if (position.y >= this->grid.size()) return NOTHING;
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// else get the color in the grid
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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<Color>> Board::getBlocks() const {
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std::vector<std::vector<Block>> Board::getBlocks() const {
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return this->grid;
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}
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@@ -95,11 +101,10 @@ int Board::getWidth() const {
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}
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std::ostream& operator<<(std::ostream& os, const Board& board) {
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// print the board
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for (int y = board.grid.size() - 1; y >= 0; y--) {
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for (int x = 0; x < board.width; x++) {
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Color block = board.grid.at(y).at(x);
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os << COLOR_CODES[block];
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Block block = board.grid.at(y).at(x);
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os << getConsoleColorCode(block);
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if (block != NOTHING) {
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os << "*";
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}
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@@ -110,8 +115,7 @@ std::ostream& operator<<(std::ostream& os, const Board& board) {
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os << std::endl;
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}
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// reset console color
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os << COLOR_RESET;
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os << getResetConsoleColorCode();
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return os;
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}
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@@ -2,7 +2,7 @@
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#include "../Pieces/Piece.h"
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#include <Vector>
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#include <vector>
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#include <iostream>
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@@ -11,9 +11,9 @@
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*/
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class Board {
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private:
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std::vector<std::vector<Color>> grid; // the grid, (0,0) is downleft
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int width; // the width of the grid
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int height; // the base height of the grid, which can extends indefinitely
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std::vector<std::vector<Block>> grid; // the grid, (0,0) is downleft
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int width; // the width of the grid
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int height; // the base height of the grid, which can extends indefinitely
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public:
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/**
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@@ -22,42 +22,44 @@ class Board {
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Board(int width, int height);
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/**
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* Change the color of the specified block, if the block is out of bounds it is simply ignored
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* Change the block of the specified block, if the block is out of bounds it is simply ignored
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*/
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void addBlock(const Cell& position, Color block);
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void addBlock(const Position& position, Block block);
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/**
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* Clears any complete row and moves down the rows on top, returns the number of cleared rows
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* Clears any complete row and moves down the rows on top
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* @return The number of cleared rows
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*/
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int clearRows();
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/**
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* Returns the color of the block at the specified position
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* @return The block of the block at the specified position
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*/
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Color getBlock(const Cell& position) const;
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Block getBlock(const Position& position) const;
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/**
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* Returns a copy of the grid
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* @return A copy of the grid
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*/
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std::vector<std::vector<Color>> getBlocks() const;
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std::vector<std::vector<Block>> getBlocks() const;
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/**
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* Returns the actual height of the grid
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* @return The actual height of the grid
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*/
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int getGridHeight() const;
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/**
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* Returns the base height of the grid
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* @return The base height of the grid
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*/
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int getBaseHeight() const;
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/**
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* Returns the width of the grid
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* @return The width of the grid
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*/
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int getWidth() const;
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/**
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* Stream output operator, adds a 2D grid representing the board
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* @return A reference to the output stream
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*/
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friend std::ostream& operator<<(std::ostream& os, const Board& board);
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};
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@@ -4,17 +4,21 @@
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#include "GameParameters.h"
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#include "Action.h"
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#include <Vector>
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#include <vector>
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#include <algorithm>
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static const int SUBPX_PER_ROW = 60; // the number of position the active piece can take "between" two rows
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static const int SOFT_DROP_SCORE = 1; // the score gained by line soft dropped
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static const int HARD_DROP_SCORE = 2; // the score gained by line hard dropped
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static const int SUBPX_PER_ROW = 60; // the number of position the active piece can take "between" two rows
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static const int SOFT_DROP_SCORE = 1; // the score gained by line soft dropped
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static const int HARD_DROP_SCORE = 2; // the score gained by line hard dropped
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static const int LINE_CLEAR_BASE_SCORE = 100; // the score value of clearing a single line
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static const int B2B_SCORE_MULTIPLIER = 2; // by how much havaing B2B on multiplies the score of the line clear
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static const int B2B_MIN_LINE_NUMBER = 4; // the minimum number of lines needed to be cleared at once to gain B2B (without a spin)
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static const int B2B_SCORE_MULTIPLIER = 2; // by how much havaing B2B on multiplies the score of the line clear
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static const int B2B_MIN_LINE_NUMBER = 4; // the minimum number of lines needed to be cleared at once to gain B2B (without a spin)
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Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardHeight, const std::vector<Piece>& bag) : parameters(gamemode, controls), board(boardWidth, boardHeight, bag, parameters.getNextQueueLength()) {
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Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardHeight, const std::vector<Piece>& bag) :
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parameters(gamemode, controls),
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board(boardWidth, boardHeight, bag, parameters.getNextQueueLength()) {
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// the game has not yet started
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this->started = false;
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this->lost = false;
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@@ -221,17 +225,17 @@ void Game::lockPiece() {
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this->parameters.clearLines(clear.lines);
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// update B2B and score
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bool B2BConditions = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
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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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clearing with a spin is worth as much as clearing 2x more lines */
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long int clearScore = LINE_CLEAR_BASE_SCORE;
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clearScore = clearScore << (clear.lines << (clear.isSpin));
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if (this->B2BChain && B2BConditions) clearScore *= B2B_SCORE_MULTIPLIER;
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if (this->B2BChain && B2BConditionsAreMet) clearScore *= B2B_SCORE_MULTIPLIER;
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this->score += clearScore;
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}
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this->B2BChain = B2BConditions;
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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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@@ -286,7 +290,7 @@ Piece Game::getActivePiece() {
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return this->board.getActivePiece();
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}
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Cell Game::getActivePiecePosition() {
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Position Game::getActivePiecePosition() {
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return this->board.getActivePiecePosition();
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}
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@@ -4,7 +4,7 @@
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#include "GameParameters.h"
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#include "Action.h"
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#include <Vector>
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#include <vector>
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/**
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@@ -12,22 +12,22 @@
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*/
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class Game {
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private:
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GameParameters parameters; // the current parameters of the game
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GameBoard board; // the board in which the game is played
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bool started; // wheter the game has started
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bool lost; // wheter the game is lost
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long int score; // the current score
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int framesPassed; // how many frames have passed since the start of the game
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bool B2BChain; // wheter the player is currently on a B2B chain
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std::set<Action> heldActions; // the list of actions that were pressed last frame
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GameParameters parameters; // the current parameters of the game
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GameBoard board; // the board in which the game is played
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bool started; // wheter the game has started
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bool lost; // wheter the game is lost
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long int score; // the current score
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int framesPassed; // how many frames have passed since the start of the game
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bool B2BChain; // wheter the player is currently on a B2B chain
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std::set<Action> heldActions; // the list of actions that were pressed last frame
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std::set<Action> initialActions; // the list of actions that have been pressed while there was no active piece
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int heldDAS; // the number of frames DAS has been held, positive for right or negative for left
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int heldARR; // the number of frames ARR has been held
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int subVerticalPosition; // how far the active piece is to go down one line
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int leftARETime; // how many frames are left before ARE period finishes
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int totalLockDelay; // how many frames has the active piece touched the ground without moving
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int totalForcedLockDelay; // how many frames the active piece has touched the ground since the last spawned piece
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int heldDAS; // the number of frames DAS has been held, positive for right or negative for left
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int heldARR; // the number of frames ARR has been held
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int subVerticalPosition; // how far the active piece is to go down one line
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int leftARETime; // how many frames are left before ARE period finishes
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int totalLockDelay; // how many frames has the active piece touched the ground without moving
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int totalForcedLockDelay; // how many frames the active piece has touched the ground since the last spawned piece
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public:
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/**
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* Initialize the parameters and creates a new board
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@@ -40,85 +40,85 @@ class Game {
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void start();
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/**
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* Advance to the next frame while excecuting the actions taken by the player,
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* Advances to the next frame while excecuting the actions taken by the player,
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* this is where the main game logic takes place
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*/
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void nextFrame(const std::set<Action>& playerActions);
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private:
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/**
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* Move the piece in the specified direction
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* Movse the piece in the specified direction
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*/
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void movePiece(int movement, bool resetDirection);
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/**
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* Locks the piece, updates level and score and spawn the next piece if necessary
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* Locks the piece, updates level and score and spawns the next piece if necessary
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*/
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void lockPiece();
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public:
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/**
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* Returns wheter the player has won
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* @return If the player has won
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*/
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bool hasWon();
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/**
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* Returns wheter the player has lost
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* @return If the player has lost
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*/
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bool hasLost();
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/**
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* Returns the current level
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* @return The current level
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*/
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int getLevel();
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/**
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* Returns the current number of cleared lines
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* @return The current number of cleared lines
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*/
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int getClearedLines();
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/**
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* Returns the number of frames passed since the start of the game
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* @return The number of frames passed since the start of the game
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*/
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int getFramesPassed();
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/**
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* Returns the current score
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* @return The current score
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*/
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int getScore();
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/**
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* Returns wheter the player is currently on a B2B chain
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* @return If the player is currently on a B2B chain
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*/
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bool isOnB2BChain();
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/**
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* Returns wheter all blocks are currently bone blocks
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* @return If all blocks are currently bone blocks
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*/
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bool areBlocksBones();
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/**
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* Returns a copy of the board
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* @return A copy of the board
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*/
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Board getBoard();
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/**
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* Returns a copy of the active piece
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* @return A copy of the active piece
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*/
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Piece getActivePiece();
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/**
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* Returns a copy of the active piece position
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* @return A copy of the active piece position
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*/
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Cell getActivePiecePosition();
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Position getActivePiecePosition();
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/**
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* Returns a copy of the held piece
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* @return A copy of the held piece
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*/
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Piece getHeldPiece();
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/**
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* Return a copy of the next pieces queue
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* @return A copy of the next pieces queue
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*/
|
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std::vector<Piece> getNextPieces();
|
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};
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@@ -5,13 +5,16 @@
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#include "Bag.h"
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#include "LineClear.h"
|
||||
|
||||
#include <Vector>
|
||||
#include <Set>
|
||||
#include <vector>
|
||||
#include <set>
|
||||
#include <memory>
|
||||
|
||||
|
||||
GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength) : board(boardWidth, boardHeight), generator(bag), nextQueueLength(nextQueueLength) {
|
||||
// initialize queue
|
||||
GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength) :
|
||||
board(boardWidth, boardHeight),
|
||||
generator(bag),
|
||||
nextQueueLength(nextQueueLength) {
|
||||
|
||||
this->nextQueue.clear();
|
||||
for (int i = 0; i < nextQueueLength; i++) {
|
||||
this->nextQueue.push_back(this->generator.getNext());
|
||||
@@ -19,8 +22,7 @@ GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>&
|
||||
}
|
||||
|
||||
bool GameBoard::moveLeft() {
|
||||
// check if the piece can be moved one cell left
|
||||
if (this->isActivePieceInWall(Cell{-1, 0})) {
|
||||
if (this->isActivePieceInWall(Position{-1, 0})) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
@@ -31,8 +33,7 @@ bool GameBoard::moveLeft() {
|
||||
}
|
||||
|
||||
bool GameBoard::moveRight() {
|
||||
// check if the piece can be moved one cell right
|
||||
if (this->isActivePieceInWall(Cell{1, 0})) {
|
||||
if (this->isActivePieceInWall(Position{1, 0})) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
@@ -43,8 +44,7 @@ bool GameBoard::moveRight() {
|
||||
}
|
||||
|
||||
bool GameBoard::moveDown() {
|
||||
// check if the piece can be moved one cell down
|
||||
if (this->isActivePieceInWall(Cell{0, -1})) {
|
||||
if (this->isActivePieceInWall(Position{0, -1})) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
@@ -55,36 +55,35 @@ bool GameBoard::moveDown() {
|
||||
}
|
||||
|
||||
bool GameBoard::rotate(Rotation rotation) {
|
||||
// copy the original piece before rotating it
|
||||
Piece stored = *this->activePiece;
|
||||
this->rotate(rotation);
|
||||
|
||||
// check if the piece can rotate
|
||||
// before trying to kick, check if the piece can rotate without kicking
|
||||
if (!this->isActivePieceInWall()) {
|
||||
this->isLastMoveKick = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// get the list of cells that touches the original piece
|
||||
std::set<Cell> safeCells;
|
||||
for (Cell cell : stored.getPositions()) {
|
||||
Cell cellInGrid(cell + this->activePiecePosition);
|
||||
safeCells.insert(cellInGrid);
|
||||
safeCells.insert(cellInGrid + Cell{0, 1});
|
||||
safeCells.insert(cellInGrid + Cell{1, 0});
|
||||
safeCells.insert(cellInGrid + Cell{0, -1});
|
||||
safeCells.insert(cellInGrid + Cell{-1, 0});
|
||||
// get the list of positions that touches the original piece
|
||||
std::set<Position> safePositions;
|
||||
for (Position position : stored.getPositions()) {
|
||||
Position positionInGrid(position + this->activePiecePosition);
|
||||
safePositions.insert(positionInGrid);
|
||||
safePositions.insert(positionInGrid + Position{0, 1});
|
||||
safePositions.insert(positionInGrid + Position{1, 0});
|
||||
safePositions.insert(positionInGrid + Position{0, -1});
|
||||
safePositions.insert(positionInGrid + Position{-1, 0});
|
||||
}
|
||||
|
||||
// try kicking the piece down
|
||||
bool suceeded = this->tryKicking(true, safeCells);
|
||||
bool suceeded = this->tryKicking(true, safePositions);
|
||||
if (suceeded) {
|
||||
this->isLastMoveKick = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
// if it doesn't work try kicking the piece up
|
||||
suceeded = this->tryKicking(false, safeCells);
|
||||
suceeded = this->tryKicking(false, safePositions);
|
||||
if (suceeded) {
|
||||
this->isLastMoveKick = true;
|
||||
return true;
|
||||
@@ -95,8 +94,8 @@ bool GameBoard::rotate(Rotation rotation) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells) {
|
||||
// we try from the original height of the piece, moving vertically as long as the kicked piece touches the original
|
||||
bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePositions) {
|
||||
// we try from the original height of the piece, moving vertically as long as the kicked piece touches the original at least once on this row
|
||||
bool overlapsVertically = true;
|
||||
int j = 0;
|
||||
do {
|
||||
@@ -107,13 +106,11 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
|
||||
do {
|
||||
// check right before right arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
|
||||
if (overlapsRight) {
|
||||
Cell shift{+i, j};
|
||||
// the kicked position must touch the original piece
|
||||
if (!this->activePieceOverlapsOneCell(safeCells, shift)) {
|
||||
Position shift{+i, j};
|
||||
if (!this->activePieceOverlapsOnePosition(safePositions, shift)) {
|
||||
overlapsLeft = false;
|
||||
}
|
||||
else {
|
||||
// if the position is valid we place the active piece there
|
||||
if (!this->isActivePieceInWall(shift)) {
|
||||
this->activePiecePosition += shift;
|
||||
return true;
|
||||
@@ -123,8 +120,8 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
|
||||
|
||||
// do the same on the left side
|
||||
if (overlapsLeft) {
|
||||
Cell shift{-i, j};
|
||||
if (!this->activePieceOverlapsOneCell(safeCells, shift)) {
|
||||
Position shift{-i, j};
|
||||
if (!this->activePieceOverlapsOnePosition(safePositions, shift)) {
|
||||
overlapsLeft = false;
|
||||
}
|
||||
else {
|
||||
@@ -138,12 +135,10 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
|
||||
i++;
|
||||
} while (overlapsLeft && overlapsRight);
|
||||
|
||||
// test if no position touched the original piece
|
||||
if (i == 1) {
|
||||
overlapsVertically = false;
|
||||
}
|
||||
|
||||
// move one line up or down
|
||||
(testingBottom) ? j-- : j++;
|
||||
} while (overlapsVertically);
|
||||
|
||||
@@ -151,15 +146,11 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
|
||||
}
|
||||
|
||||
bool GameBoard::hold(Rotation initialRotation) {
|
||||
// swap with held piece
|
||||
std::swap(this->activePiece, this->heldPiece);
|
||||
|
||||
// if it's the first time holding try the next piece
|
||||
bool isFirstTimeHolding = false;
|
||||
if (this->activePiece == nullptr) {
|
||||
isFirstTimeHolding = true;
|
||||
|
||||
// if no pieces in next queue look at what the next would be
|
||||
bool isFirstTimeHolding = (this->activePiece == nullptr);
|
||||
if (isFirstTimeHolding) {
|
||||
// try with the next piece in queue since there is no piece in the hold box yet
|
||||
if (this->nextQueueLength == 0) {
|
||||
this->activePiece = std::make_shared<Piece>(this->generator.lookNext());
|
||||
}
|
||||
@@ -168,10 +159,8 @@ bool GameBoard::hold(Rotation initialRotation) {
|
||||
}
|
||||
}
|
||||
|
||||
// set the spawned piece to the correct position
|
||||
this->goToSpawnPosition();
|
||||
|
||||
// apply initial rotation
|
||||
Piece stored = *this->activePiece;
|
||||
this->rotate(initialRotation);
|
||||
|
||||
@@ -189,14 +178,10 @@ bool GameBoard::hold(Rotation initialRotation) {
|
||||
}
|
||||
}
|
||||
|
||||
// if it's the first time holding, confirm we keep this piece
|
||||
if (isFirstTimeHolding) {
|
||||
if (this->nextQueueLength == 0) {
|
||||
this->generator.getNext();
|
||||
}
|
||||
else {
|
||||
this->spawnNextPiece();
|
||||
}
|
||||
// confirm we keep the piece we tried with
|
||||
this->nextQueue.push_back(this->generator.getNext());
|
||||
this->nextQueue.erase(this->nextQueue.begin());
|
||||
}
|
||||
|
||||
// this piece has done nothing yet
|
||||
@@ -206,39 +191,34 @@ bool GameBoard::hold(Rotation initialRotation) {
|
||||
}
|
||||
|
||||
bool GameBoard::spawnNextPiece() {
|
||||
// add a piece to the queue
|
||||
// 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());
|
||||
|
||||
// set the spawned piece to the correct position
|
||||
this->goToSpawnPosition();
|
||||
|
||||
// this piece has done nothing yet
|
||||
this->isLastMoveKick = false;
|
||||
|
||||
// returns wheter the piece can spawn correctly
|
||||
return !this->isActivePieceInWall();
|
||||
}
|
||||
|
||||
bool GameBoard::touchesGround() {
|
||||
return this->isActivePieceInWall(Cell{0, -1});
|
||||
return this->isActivePieceInWall(Position{0, -1});
|
||||
}
|
||||
|
||||
LineClear GameBoard::lockPiece() {
|
||||
// check if the piece is locked in place
|
||||
bool isLocked = (this->isActivePieceInWall(Cell{0, 1}) && this->isActivePieceInWall(Cell{1, 0}) &&
|
||||
this->isActivePieceInWall(Cell{-1, 0}) && this->isActivePieceInWall(Cell{0, -1}));
|
||||
bool isLockedInPlace = (this->isActivePieceInWall(Position{0, 1}) && this->isActivePieceInWall(Position{1, 0})
|
||||
&& this->isActivePieceInWall(Position{-1, 0}) && this->isActivePieceInWall(Position{0, -1}));
|
||||
|
||||
// put the piece in the board
|
||||
for (Cell cell : this->activePiece->getPositions()) {
|
||||
this->board.addBlock(cell + this->activePiecePosition, this->activePiece->getColor());
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
this->board.addBlock(position + this->activePiecePosition, this->activePiece->getBlockType());
|
||||
}
|
||||
|
||||
// check for lines to clear
|
||||
return LineClear{this->board.clearRows(), isLocked, (!isLocked) && this->isLastMoveKick};
|
||||
return LineClear{this->board.clearRows(), isLockedInPlace, (!isLockedInPlace) && this->isLastMoveKick};
|
||||
}
|
||||
|
||||
Board GameBoard::getBoard() const {
|
||||
@@ -249,7 +229,7 @@ Piece GameBoard::getActivePiece() const {
|
||||
return *this->activePiece;
|
||||
}
|
||||
|
||||
Cell GameBoard::getActivePiecePosition() const {
|
||||
Position GameBoard::getActivePiecePosition() const {
|
||||
return this->activePiecePosition;
|
||||
}
|
||||
|
||||
@@ -261,31 +241,28 @@ std::vector<Piece> GameBoard::getNextPieces() const {
|
||||
return this->nextQueue;
|
||||
}
|
||||
|
||||
bool GameBoard::isActivePieceInWall(const Cell& shift) const {
|
||||
// check if every cell of the active piece is in an empty spot
|
||||
for (Cell cell : this->activePiece->getPositions()) {
|
||||
if (this->board.getBlock(cell + this->activePiecePosition + shift) != NOTHING) return true;
|
||||
bool GameBoard::isActivePieceInWall(const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (this->board.getBlock(position + this->activePiecePosition + shift) != NOTHING) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::activePieceOverlapsOneCell(const std::set<Cell>& safeCells, const Cell& shift) const {
|
||||
// check if one cell of the translated active piece overlaps with one cell of the given piece set
|
||||
for (Cell cell : this->activePiece->getPositions()) {
|
||||
if (safeCells.contains(cell + shift)) return true;
|
||||
bool GameBoard::activePieceOverlapsOnePosition(const std::set<Position>& safePositions, const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (safePositions.contains(position + this->activePiecePosition + shift)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameBoard::goToSpawnPosition() {
|
||||
// get the lowest cell of the piece
|
||||
int lowestCell = this->activePiece->getLength() - 1;
|
||||
for (Cell cell : this->activePiece->getPositions()) {
|
||||
if (cell.y < lowestCell) lowestCell = cell.y;
|
||||
int lowestPosition = this->activePiece->getLength() - 1;
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (position.y < lowestPosition) lowestPosition = position.y;
|
||||
}
|
||||
|
||||
// set the piece one line above the board
|
||||
this->activePiecePosition.y = this->board.getBaseHeight() - lowestCell;
|
||||
this->activePiecePosition.y = this->board.getBaseHeight() - lowestPosition;
|
||||
|
||||
// center the piece horizontally, biased towards left
|
||||
this->activePiecePosition.x = (this->board.getWidth() - this->activePiece->getLength()) / 2;
|
||||
@@ -294,15 +271,13 @@ void GameBoard::goToSpawnPosition() {
|
||||
std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
|
||||
// print over the board (only the active piece if it is there)
|
||||
if (gameboard.activePiece != nullptr) {
|
||||
Block pieceBlockType = gameboard.activePiece->getBlockType();
|
||||
os << getConsoleColorCode(pieceBlockType);
|
||||
|
||||
// change to the color of the active piece
|
||||
Color pieceColor = gameboard.activePiece->getColor();
|
||||
os << COLOR_CODES[pieceColor];
|
||||
|
||||
// print only the cell were the active piece is
|
||||
// print only the position were the active piece is
|
||||
for (int y = gameboard.activePiecePosition.y + gameboard.activePiece->getLength() - 1; y >= gameboard.board.getBaseHeight(); y--) {
|
||||
for (int x = 0; x < gameboard.board.getWidth(); x++) {
|
||||
bool hasActivePiece = gameboard.activePiece->getPositions().contains(Cell{x, y} - gameboard.activePiecePosition);
|
||||
bool hasActivePiece = gameboard.activePiece->getPositions().contains(Position{x, y} - gameboard.activePiecePosition);
|
||||
if (hasActivePiece) {
|
||||
os << "*";
|
||||
}
|
||||
@@ -315,21 +290,19 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
|
||||
}
|
||||
|
||||
// print the board
|
||||
Color pieceColor = (gameboard.activePiece == nullptr) ? NOTHING : gameboard.activePiece->getColor();
|
||||
Block pieceBlockType = (gameboard.activePiece == nullptr) ? NOTHING : gameboard.activePiece->getBlockType();
|
||||
for (int y = gameboard.board.getBaseHeight() - 1; y >= 0; y--) {
|
||||
for (int x = 0; x < gameboard.board.getWidth(); x++) {
|
||||
bool hasActivePiece = (gameboard.activePiece == nullptr) ? false : gameboard.activePiece->getPositions().contains(Cell{x, y} - gameboard.activePiecePosition);
|
||||
bool hasActivePiece = (gameboard.activePiece == nullptr) ? false : gameboard.activePiece->getPositions().contains(Position{x, y} - gameboard.activePiecePosition);
|
||||
|
||||
// if the active piece is on this cell, print it
|
||||
// the active piece takes visual priority over the board
|
||||
if (hasActivePiece) {
|
||||
os << COLOR_CODES[pieceColor];
|
||||
os << getConsoleColorCode(pieceBlockType);
|
||||
os << "*";
|
||||
}
|
||||
|
||||
// else print the cell of the board
|
||||
else {
|
||||
Color block = gameboard.board.getBlock(Cell{x, y});
|
||||
os << COLOR_CODES[block];
|
||||
Block block = gameboard.board.getBlock(Position{x, y});
|
||||
os << getConsoleColorCode(block);
|
||||
if (block != NOTHING) {
|
||||
os << "*";
|
||||
}
|
||||
@@ -341,7 +314,7 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
|
||||
os << std::endl;
|
||||
}
|
||||
|
||||
// print held piece
|
||||
// print hold box
|
||||
os << "Hold:" << std::endl;
|
||||
if (!(gameboard.heldPiece == nullptr)) {
|
||||
os << *gameboard.heldPiece;
|
||||
@@ -353,8 +326,7 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
|
||||
os << piece;
|
||||
}
|
||||
|
||||
// reset console color
|
||||
os << COLOR_RESET;
|
||||
os << getResetConsoleColorCode();
|
||||
|
||||
return os;
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Bag.h"
|
||||
#include "LineClear.h"
|
||||
|
||||
#include <Vector>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
||||
|
||||
@@ -14,15 +14,15 @@
|
||||
*/
|
||||
class GameBoard {
|
||||
private:
|
||||
Board board; // the board in which pieces moves, (0, 0) is downleft
|
||||
Bag generator; // the piece generator
|
||||
Board board; // the board in which pieces moves, (0, 0) is downleft
|
||||
Bag generator; // the piece generator
|
||||
std::shared_ptr<Piece> activePiece; // the piece currently in the board
|
||||
Cell activePiecePosition; // the position of the piece currently in the board
|
||||
std::shared_ptr<Piece> heldPiece; // a piece being holded
|
||||
int nextQueueLength; // the number of next pieces seeable at a time
|
||||
std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
|
||||
bool isLastMoveKick; // wheter the last action the piece did was kicking
|
||||
|
||||
Position activePiecePosition; // the position of the piece currently in the board
|
||||
std::shared_ptr<Piece> heldPiece; // a piece being holded
|
||||
int nextQueueLength; // the number of next pieces seeable at a time
|
||||
std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
|
||||
bool isLastMoveKick; // wheter the last action the piece did was kicking
|
||||
|
||||
public:
|
||||
/**
|
||||
* Creates a new board, generator, and next queue
|
||||
@@ -30,88 +30,98 @@ class GameBoard {
|
||||
GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength);
|
||||
|
||||
/**
|
||||
* Try moving the piece one cell to the left, and returns wheter it was sucessfull
|
||||
* Tries moving the piece one position to the left
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool moveLeft();
|
||||
|
||||
/**
|
||||
* Try moving the piece one cell to the right, and returns wheter it was sucessfull
|
||||
* Tries moving the piece one position to the right
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool moveRight();
|
||||
|
||||
/**
|
||||
* Try moving the piece one cell down, and returns wheter it was sucessfull
|
||||
* Tries moving the piece one position down
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool moveDown();
|
||||
|
||||
/**
|
||||
* Try rotating the piece and kicking it if necessary, and returns wheter it was sucessfull
|
||||
* Tries rotating the piece and kicking it if necessary
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool rotate(Rotation rotation);
|
||||
|
||||
private:
|
||||
/**
|
||||
* Try kicking the piece, testing position either above or below the piece's initial position
|
||||
* Tries kicking the piece, testing position either above or below the piece's initial position
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool tryKicking(bool testingBottom, const std::set<Cell>& safeCells);
|
||||
bool tryKicking(bool testingBottom, const std::set<Position>& safePositions);
|
||||
|
||||
public:
|
||||
/**
|
||||
* Try holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece,
|
||||
* and returns wheter it was sucessfull
|
||||
* Tries holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool hold(Rotation initialRotation = NONE);
|
||||
|
||||
/**
|
||||
* Spawns the next piece from the queue, and returns wheter it spawns in a wall
|
||||
* Spawns the next piece from the queue
|
||||
* @return If it spawned in a wall
|
||||
*/
|
||||
bool spawnNextPiece();
|
||||
|
||||
/**
|
||||
* Returns wheter the active piece is touching walls directly below it
|
||||
* Checks is the active piece as a wall directly below one of its position
|
||||
* @return If it touches a ground
|
||||
*/
|
||||
bool touchesGround();
|
||||
|
||||
/**
|
||||
* Lock the active piece into the board and returns the resulting line clear
|
||||
* Locks the active piece into the board and clears lines if needed
|
||||
* @return The resulting line clear
|
||||
*/
|
||||
LineClear lockPiece();
|
||||
|
||||
/**
|
||||
* Returns a copy of the board
|
||||
* @return A copy of the board
|
||||
*/
|
||||
Board getBoard() const;
|
||||
|
||||
/**
|
||||
* Returns a copy of the active piece
|
||||
* @return A copy of the active piece
|
||||
*/
|
||||
Piece getActivePiece() const;
|
||||
|
||||
/**
|
||||
* Returns a copy of the position of the active piece
|
||||
* @return A copy of the position of the active piece
|
||||
*/
|
||||
Cell getActivePiecePosition() const;
|
||||
Position getActivePiecePosition() const;
|
||||
|
||||
/**
|
||||
* Returns a copy of the held piece
|
||||
* @return A copy of the held piece
|
||||
*/
|
||||
Piece getHeldPiece() const;
|
||||
|
||||
/**
|
||||
* Returns a copy of the next piece queue
|
||||
* @return A copy of the next piece queue
|
||||
*/
|
||||
std::vector<Piece> getNextPieces() const;
|
||||
|
||||
private:
|
||||
/**
|
||||
* Returns wheter the translated active piece is in a wall
|
||||
* Checks if one of the active piece's positions touches a wall in the board
|
||||
* @return If the active piece is in a wall
|
||||
*/
|
||||
bool isActivePieceInWall(const Cell& shift = Cell{0, 0}) const;
|
||||
bool isActivePieceInWall(const Position& shift = Position{0, 0}) const;
|
||||
|
||||
/**
|
||||
* Returns wheter the translated active piece overlaps with at least one of the cells
|
||||
* Check if one of the active piece's positions shifted by a specified position would overlap with a set of positions
|
||||
* @return If the shifted active piece overlaps with one of the position
|
||||
*/
|
||||
bool activePieceOverlapsOneCell(const std::set<Cell>& safeCells, const Cell& shift = Cell{0, 0}) const;
|
||||
bool activePieceOverlapsOnePosition(const std::set<Position>& safePositions, const Position& shift = Position{0, 0}) const;
|
||||
|
||||
/**
|
||||
* Sets the active piece to its spawn position
|
||||
@@ -121,6 +131,7 @@ class GameBoard {
|
||||
public:
|
||||
/**
|
||||
* Stream output operator, adds the board, the hold box and the next queue
|
||||
* @return A reference to the output stream
|
||||
*/
|
||||
friend std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard);
|
||||
};
|
||||
|
||||
@@ -4,7 +4,10 @@
|
||||
#include "Player.h"
|
||||
|
||||
|
||||
GameParameters::GameParameters(Gamemode gamemode, const Player& controls) : gamemode(gamemode), controls(controls) {
|
||||
GameParameters::GameParameters(Gamemode gamemode, const Player& controls) :
|
||||
gamemode(gamemode),
|
||||
controls(controls) {
|
||||
|
||||
// initialize lines and level
|
||||
this->clearedLines = 0;
|
||||
switch (this->gamemode) {
|
||||
@@ -85,34 +88,37 @@ void GameParameters::updateStats() {
|
||||
}
|
||||
|
||||
/* GRAVITY */
|
||||
if (level >= 20) {
|
||||
// all levels above 20 are instant gravity
|
||||
this->gravity = 20 * 60;
|
||||
// get gravity for an assumed 20-rows board
|
||||
static const int gravityPerLevel[] = {
|
||||
0, // LVL0
|
||||
1, // 60f/line, 20s total
|
||||
2, // 30f/line, 10s total
|
||||
3, // 20f/line, 6.66s total
|
||||
4, // 15f/line, 5s total
|
||||
5, // 12f/line, 4s total
|
||||
6, // 10f/line, 3.33 total
|
||||
7, // 8.57f/line, 2.85s total
|
||||
8, // 7.5f/line, 2.5s total
|
||||
10, // 6f/line, 2s total
|
||||
12, // 5f/line, 1.66s total
|
||||
14, // 4.28f/line, 1.42s total
|
||||
17, // 3.52f/line, 1.17s total
|
||||
20, // 3f/line, 60f total
|
||||
24, // 2.5f/line, 50f total
|
||||
30, // 2f/line, 40f total
|
||||
40, // 1.5f/line, 30f total
|
||||
1 * 60, // 1line/f, 20f total
|
||||
2 * 60, // 2line/f, 10f total
|
||||
4 * 60 // 4line/f, 5f total
|
||||
};
|
||||
if (this->level < 0) {
|
||||
this->gravity = gravityPerLevel[0];
|
||||
}
|
||||
else if (this->gravity > 20) {
|
||||
this->gravity = gravityPerLevel[20];
|
||||
}
|
||||
else {
|
||||
// get gravity for an assumed 20-rows board
|
||||
switch (this->level) {
|
||||
case 1 : {this->gravity = 1; break;} // 60f/line, 20s total
|
||||
case 2 : {this->gravity = 2; break;} // 30f/line, 10s total
|
||||
case 3 : {this->gravity = 3; break;} // 20f/line, 6.66s total
|
||||
case 4 : {this->gravity = 4; break;} // 15f/line, 5s total
|
||||
case 5 : {this->gravity = 5; break;} // 12f/line, 4s total
|
||||
case 6 : {this->gravity = 6; break;} // 10f/line, 3.33 total
|
||||
case 7 : {this->gravity = 7; break;} // 8.57f/line, 2.85s total
|
||||
case 8 : {this->gravity = 8; break;} // 7.5f/line, 2.5s total
|
||||
case 9 : {this->gravity = 10; break;} // 6f/line, 2s total
|
||||
case 10 : {this->gravity = 12; break;} // 5f/line, 1.66s total
|
||||
case 11 : {this->gravity = 14; break;} // 4.28f/line, 1.42s total
|
||||
case 12 : {this->gravity = 17; break;} // 3.52f/line, 1.17s total
|
||||
case 13 : {this->gravity = 20; break;} // 3f/line, 60f total
|
||||
case 14 : {this->gravity = 24; break;} // 2.5f/line, 50f total
|
||||
case 15 : {this->gravity = 30; break;} // 2f/line, 40f total
|
||||
case 16 : {this->gravity = 40; break;} // 1.5f/line, 30f total
|
||||
case 17 : {this->gravity = 1 * 60; break;} // 1line/f, 20f total
|
||||
case 18 : {this->gravity = 2 * 60; break;} // 2line/f, 10f total
|
||||
case 19 : {this->gravity = 4 * 60; break;} // 4line/f, 5f total
|
||||
default : this->gravity = 1;
|
||||
}
|
||||
this->gravity = gravityPerLevel[this->level];
|
||||
}
|
||||
|
||||
/* LOCK DELAY */
|
||||
|
||||
@@ -10,20 +10,20 @@
|
||||
*/
|
||||
class GameParameters {
|
||||
private:
|
||||
Gamemode gamemode; // the current gamemode
|
||||
Player controls; // the player's controls
|
||||
int clearedLines; // the number of cleared lines
|
||||
int level; // the current level
|
||||
Gamemode gamemode; // the current gamemode
|
||||
Player controls; // the player's controls
|
||||
int clearedLines; // the number of cleared lines
|
||||
int level; // the current level
|
||||
int nextQueueLength; // the number of pieces visibles in the next queue
|
||||
bool boneBlocks; // wheter all blocks are bone blocks
|
||||
int gravity; // the gravity at which pieces drop
|
||||
int lockDelay; // the time before the piece lock in place
|
||||
bool boneBlocks; // wheter all blocks are bone blocks
|
||||
int gravity; // the gravity at which pieces drop
|
||||
int lockDelay; // the time before the piece lock in place
|
||||
int forcedLockDelay; // the forced time before the piece lock in place
|
||||
int ARE; // the time before the next piece spawn
|
||||
int lineARE; // the time before the next piece spawn, after clearing a line
|
||||
int DAS; // the time before the piece repeats moving
|
||||
int ARR; // the rate at which the piece repeats moving
|
||||
int SDR; // the rate at which the piece soft drops
|
||||
int ARE; // the time before the next piece spawn
|
||||
int lineARE; // the time before the next piece spawn, after clearing a line
|
||||
int DAS; // the time before the piece repeats moving
|
||||
int ARR; // the rate at which the piece repeats moving
|
||||
int SDR; // the rate at which the piece soft drops
|
||||
|
||||
public:
|
||||
/**
|
||||
@@ -32,12 +32,13 @@ class GameParameters {
|
||||
GameParameters(Gamemode gamemode, const Player& controls);
|
||||
|
||||
/**
|
||||
* Count the newly cleared lines and update level and stats if needed
|
||||
* Counts the newly cleared lines and update level and stats if needed
|
||||
*/
|
||||
void clearLines(int lineNumber);
|
||||
|
||||
/**
|
||||
* Returns wheter the game ended
|
||||
* Checks if the game ended based on the current states and time passed, accorind to the gamemode
|
||||
* @return If the player has won
|
||||
*/
|
||||
bool hasWon(int framesPassed);
|
||||
|
||||
@@ -49,17 +50,17 @@ class GameParameters {
|
||||
|
||||
public:
|
||||
/**
|
||||
* Returns the current number of cleared line
|
||||
* @return The current number of cleared line
|
||||
*/
|
||||
int getClearedLines();
|
||||
|
||||
/**
|
||||
* Returns the current level
|
||||
* @return The current level
|
||||
*/
|
||||
int getLevel();
|
||||
|
||||
/**
|
||||
* Returns the length of the next queue
|
||||
* @return The length of the next queue
|
||||
*/
|
||||
int getNextQueueLength();
|
||||
|
||||
@@ -69,42 +70,42 @@ class GameParameters {
|
||||
bool getBoneBlocks();
|
||||
|
||||
/**
|
||||
* Returns the current gravity for a 20-line high board
|
||||
* @return The current gravity for a 20-line high board
|
||||
*/
|
||||
int getGravity();
|
||||
|
||||
/**
|
||||
* Returns the current lock delay
|
||||
* @return The current lock delay
|
||||
*/
|
||||
int getLockDelay();
|
||||
|
||||
/**
|
||||
* Returns the current forced lock delay
|
||||
* @return The current forced lock delay
|
||||
*/
|
||||
int getForcedLockDelay();
|
||||
|
||||
/**
|
||||
* Returns the current ARE
|
||||
* @return The current ARE
|
||||
*/
|
||||
int getARE();
|
||||
|
||||
/**
|
||||
* Returns the current line ARE
|
||||
* @return The current line ARE
|
||||
*/
|
||||
int getLineARE();
|
||||
|
||||
/**
|
||||
* Returns the current DAS
|
||||
* @return The current DAS
|
||||
*/
|
||||
int getDAS();
|
||||
|
||||
/**
|
||||
* Returns the current ARR
|
||||
* @return The current ARR
|
||||
*/
|
||||
int getARR();
|
||||
|
||||
/**
|
||||
* Returns the current SDR
|
||||
* @return The current SDR
|
||||
*/
|
||||
int getSDR();
|
||||
};
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* Specify how many lines were cleared and how
|
||||
*/
|
||||
struct LineClear {
|
||||
int lines; // the number of lines cleared
|
||||
bool isSpin; // if the move was a spin
|
||||
int lines; // the number of lines cleared
|
||||
bool isSpin; // if the move was a spin
|
||||
bool isMiniSpin; // if the move was a spin mini
|
||||
};
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "Player.h"
|
||||
|
||||
static const int DAS_MIN_VALUE = 0;
|
||||
static const int DAS_MAX_VALUE = 30;
|
||||
static const int ARR_MIN_VALUE = 0;
|
||||
static const int ARR_MAX_VALUE = 30;
|
||||
static const int SDR_MIN_VALUE = 0;
|
||||
static const int SDR_MAX_VALUE = 6;
|
||||
static const int DAS_MIN_VALUE = 0; // 0ms
|
||||
static const int DAS_MAX_VALUE = 30; // 500ms
|
||||
static const int ARR_MIN_VALUE = 0; // 0ms
|
||||
static const int ARR_MAX_VALUE = 30; // 500ms
|
||||
static const int SDR_MIN_VALUE = 0; // 0ms
|
||||
static const int SDR_MAX_VALUE = 6; // 100ms
|
||||
|
||||
|
||||
Player::Player() {
|
||||
|
||||
@@ -17,32 +17,35 @@ class Player {
|
||||
Player();
|
||||
|
||||
/**
|
||||
* Try setting DAS to the desired value, and returns wheter it is possible
|
||||
* Try setting DAS to the desired value
|
||||
* @return If it is possible
|
||||
*/
|
||||
bool setDAS(int DAS);
|
||||
|
||||
/**
|
||||
* Try setting ARR to the desired value, and returns wheter it is possible
|
||||
* Try setting ARR to the desired value
|
||||
* @return If it is possible
|
||||
*/
|
||||
bool setARR(int ARR);
|
||||
|
||||
/**
|
||||
* Try setting SDR to the desired value, and returns wheter it is possible
|
||||
* Try setting SDR to the desired value
|
||||
* @return If it is possible
|
||||
*/
|
||||
bool setSDR(int SDR);
|
||||
|
||||
/**
|
||||
* Returns DAS value
|
||||
* @return DAS value
|
||||
*/
|
||||
int getDAS();
|
||||
|
||||
/**
|
||||
* Returns ARR value
|
||||
* @return ARR value
|
||||
*/
|
||||
int getARR();
|
||||
|
||||
/**
|
||||
* Returns SDR value
|
||||
* @return SDR value
|
||||
*/
|
||||
int getSDR();
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user