meilleurs coms ig
This commit is contained in:
@@ -11,23 +11,19 @@
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Bag::Bag(const std::shared_ptr<PiecesList>& piecesList) :
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piecesList(piecesList) {
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// initialize bags
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this->currentBag = this->piecesList->getSelectedPieces();
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this->nextBag.clear();
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// prepare first piece
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this->prepareNext();
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}
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void Bag::jumpToNextBag() {
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// if the bag is empty switch to the next bag
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if (this->currentBag.empty()) {
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if (this->currentBag.size() < this->nextBag.size()) {
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std::swap(this->currentBag, this->nextBag);
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}
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// get the already used pieces back to the current bag
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for (const std::pair<int, int>& pieceIndex : this->nextBag) {
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this->currentBag.emplace_back(pieceIndex);
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this->currentBag.push_back(pieceIndex);
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}
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this->nextBag.clear();
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}
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@@ -37,27 +33,21 @@ Piece Bag::lookNext() {
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}
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Piece Bag::getNext() {
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// get the piece to return
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std::pair<int, int> nextIndex = this->next;
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// prepare the piece even after the next
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this->prepareNext();
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// return the next piece
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return this->piecesList->getPiece(nextIndex);
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}
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void Bag::prepareNext() {
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// if the bag is empty switch to the next bag
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if (this->currentBag.empty()) {
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std::swap(this->currentBag, this->nextBag);
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}
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// pick a random piece from the current bag
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int indexIndex = std::rand() % this->currentBag.size();
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this->next = this->currentBag.at(indexIndex);
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// move the piece over to the next bag
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this->nextBag.push_back(this->next);
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this->currentBag.erase(this->currentBag.begin() + indexIndex);
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}
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@@ -20,7 +20,6 @@ Board::Board(int width, int height) :
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}
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void Board::changeBlock(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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@@ -62,7 +61,7 @@ int Board::clearRows() {
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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) {
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if(this->grid.size() < this->height) {
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this->grid.push_back(this->emptyRow);
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}
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clearedLines++;
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@@ -74,7 +73,7 @@ int Board::clearRows() {
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void Board::clearBoard() {
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this->grid.clear();
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for (int j = 0; j < height; j++) {
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for (int j = 0; j < this->height; j++) {
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this->grid.push_back(this->emptyRow);
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}
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}
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@@ -230,17 +230,14 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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return;
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}
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}
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// update remembered actions for next frame
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this->heldActions = playerActions;
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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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}
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}
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this->heldActions = playerActions;
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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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@@ -8,6 +8,7 @@
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#include <vector>
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#include <set>
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#include <memory>
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#include <utility>
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#include <cstdlib>
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@@ -150,7 +151,6 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePos
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}
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}
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// do the same on the left side
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if (overlapsLeft) {
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Position shift{-i, j};
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if (!this->activePieceOverlaps(safePositions, shift)) {
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@@ -220,7 +220,6 @@ bool GameBoard::hold(Rotation initialRotation) {
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this->heldPiece->defaultRotation();
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// this piece has done nothing yet
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this->isLastMoveKick = false;
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return true;
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@@ -232,8 +231,6 @@ bool GameBoard::spawnNextPiece() {
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this->nextQueue.erase(this->nextQueue.begin());
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this->goToSpawnPosition();
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// this piece has done nothing yet
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this->isLastMoveKick = false;
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return this->activePieceInWall();
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@@ -12,7 +12,6 @@ GameParameters::GameParameters(Gamemode gamemode, const Player& controls) :
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}
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void GameParameters::reset() {
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// initialize lines and level
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this->clearedLines = 0;
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switch (this->gamemode) {
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// lowest gravity
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@@ -26,17 +25,14 @@ void GameParameters::reset() {
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default : this->level = 1;
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}
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// initialize stats
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this->updateStats();
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}
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void GameParameters::clearLines(int lineNumber) {
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// update lines and level
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switch (this->gamemode) {
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// modes where level increases
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case MARATHON :
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case MASTER : {
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// update cleared lines
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int previousLines = this->clearedLines;
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this->clearedLines += lineNumber;
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@@ -10,9 +10,8 @@
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Menu::Menu() {
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this->piecesList = std::make_shared<PiecesList>(PiecesList());
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// default board size
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this->boardHeight = 20;
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this->boardWidth = 10;
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this->boardWidth = DEFAULT_BOARD_WIDTH;
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this->boardHeight = DEFAULT_BOARD_HEIGHT;
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}
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Game Menu::startGame(Gamemode gamemode) const {
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@@ -4,7 +4,9 @@
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#include "Player.h"
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#include "Game.h"
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static const int FRAMES_PER_SECOND = 60; // the number of frames per second, all the values in the game were choosen with this number in mind
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static const int FRAMES_PER_SECOND = 60; // the number of frames per second, all the values in the game were choosen with this number in mind
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static const int DEFAULT_BOARD_WIDTH = 10; // the default width of the board when starting the menu
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static const int DEFAULT_BOARD_HEIGHT = 20; // the default height of the board when starting the menu
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/**
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@@ -1,12 +1,5 @@
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#include "Player.h"
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static const int DAS_MIN_VALUE = 0; // 0ms
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static const int DAS_MAX_VALUE = 30; // 500ms
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static const int ARR_MIN_VALUE = 0; // 0ms
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static const int ARR_MAX_VALUE = 30; // 500ms
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static const int SDR_MIN_VALUE = 0; // 0ms
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static const int SDR_MAX_VALUE = 6; // 100ms
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Player::Player() {
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// default settings
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@@ -1,5 +1,12 @@
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#pragma once
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static const int DAS_MIN_VALUE = 0; // the minimal selectable DAS value, equals to 0ms
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static const int DAS_MAX_VALUE = 30; // the maximal selectable DAS value, equals to 500ms
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static const int ARR_MIN_VALUE = 0; // the minimal selectable ARR value, equals to 0ms
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static const int ARR_MAX_VALUE = 30; // the maximal selectable ARR value, equals to 500ms
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static const int SDR_MIN_VALUE = 0; // the minimal selectable SDR value, equals to 0ms
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static const int SDR_MAX_VALUE = 6; // the maximal selectable SDR value, equals to 100ms
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/**
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* The controls of a player
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@@ -18,7 +18,7 @@ std::vector<Polyomino> Generator::generatePolyominos(int polyominoSize) {
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// a polyomino has at least 1 square
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if (polyominoSize < 1) return this->validPolyominos;
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// start generating from the monomino
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// always place the first cell at (0, 0)
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this->currentTestedShape.insert(Position{0, 0});
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std::map<Position, int> candidatePositions;
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@@ -57,7 +57,7 @@ void Generator::generate(int polyominoSize, int lastAddedPositionNumber, int nex
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this->tryToAddCandidatePosition(Position{position.x - 1, position.y}, nextAvaibleNumber, candidatePositions);
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}
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// generate polyominos for all positions with a higher number than the last one
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// try adding a square only to positions with a higher number than the last one
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for (auto [key, val] : candidatePositions) {
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if (val > lastAddedPositionNumber) {
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this->currentTestedShape.insert(key);
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@@ -64,6 +64,7 @@ bool PiecesFiles::loadPieces(int polyominoSize, std::vector<Piece>& pieces, std:
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holelessPieces.clear();
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otherPieces.clear();
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// we shift the first color of each size so that the small polyominos (size 1-2-3) don't all have the same color
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Block pieceBlock = firstPieceBlockType();
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for (int i = 0; i < polyominoSize; i++) {
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nextPieceBlockType(pieceBlock);
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@@ -7,10 +7,10 @@
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#include <iostream>
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#include <climits>
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#include <algorithm>
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#include <utility>
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Polyomino::Polyomino(const std::set<Position>& positions) {
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// find min/max
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int minX = INT_MAX;
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int maxX = INT_MIN;
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int minY = INT_MAX;
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@@ -22,15 +22,14 @@ Polyomino::Polyomino(const std::set<Position>& positions) {
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if (position.y > maxY) maxY = position.y;
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}
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// normalize
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this->length = std::max(maxX - minX + 1, maxY - minY + 1);
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// we normalize here instead of calling this->normalize() to reduce the number of calculations for the generation algorithm
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std::set<Position> newPositions;
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for (Position position : positions) {
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newPositions.insert(Position{position.x - minX, position.y - minY});
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}
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this->positions = std::move(newPositions);
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// set polyomino length
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this->length = std::max(maxX - minX + 1, maxY - minY + 1);
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}
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Polyomino::Polyomino(const std::set<Position>& positions, int length) :
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@@ -39,7 +38,6 @@ Polyomino::Polyomino(const std::set<Position>& positions, int length) :
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}
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void Polyomino::normalize() {
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// find min values
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int minX = INT_MAX;
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int minY = INT_MAX;
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for (Position position : this->positions) {
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@@ -47,7 +45,6 @@ void Polyomino::normalize() {
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if (position.y < minY) minY = position.y;
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}
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// translate the polyomino to the lowest unsigned values
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std::set<Position> newPositions;
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for (Position position : this->positions) {
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newPositions.insert(Position{position.x - minX, position.y - minY});
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@@ -82,6 +79,7 @@ void Polyomino::rotateCCW() {
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void Polyomino::goToSpawnPosition() {
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// initialize array
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std::vector<std::vector<int>> linesCompleteness;
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linesCompleteness.reserve(4);
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std::vector<int> empty;
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for (int j = 0; j < this->length; j++) {
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empty.push_back(0);
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@@ -98,15 +96,15 @@ void Polyomino::goToSpawnPosition() {
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linesCompleteness.at(3).at(position.x) += 1; // 3 = left to right = CCW
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}
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// count empty lines
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// count empty lines and push the non-empty lines to the start of each vector
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int horizontalEmptyLines = 0;
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int verticalEmptyLines = 0;
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for (int i = 0; i < 4; i++) {
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for (int j = this->length - 1; j >= 0; j--) {
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if (linesCompleteness.at(i).at(j) == 0) {
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// push the non-empty lines to the start of each vector
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linesCompleteness.at(i).erase(linesCompleteness.at(i).begin() + j);
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linesCompleteness.at(i).push_back(0);
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if (i == 0) horizontalEmptyLines++;
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if (i == 1) verticalEmptyLines++;
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}
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@@ -124,11 +122,11 @@ void Polyomino::goToSpawnPosition() {
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currentFlattestSides[3] = false;
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}
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// checks for the flattest sides
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// checks for the flattest side
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int sideToBeOn = -1;
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this->checkForFlattestSide(linesCompleteness, currentFlattestSides, sideToBeOn, false);
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// if all sides are as flat, checks for the most left-biased side
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// if ther's no winner, checks for the side which has the flattest side to its left
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if (sideToBeOn == -1) {
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this->checkForFlattestSide(linesCompleteness, currentFlattestSides, sideToBeOn, true);
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}
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@@ -148,12 +146,16 @@ void Polyomino::goToSpawnPosition() {
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sideToBeOn = candidateSides.at(std::distance(candidateRotations.begin(), std::min_element(candidateRotations.begin(), candidateRotations.end())));
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}
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// do the correct rotation
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if (sideToBeOn == 1) this->rotateCW();
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if (sideToBeOn == 2) this->rotate180();
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if (sideToBeOn == 3) this->rotateCCW();
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switch (sideToBeOn) {
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case 1 : {this->rotateCW(); break;}
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case 2 : {this->rotate180(); break;}
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case 3 : {this->rotateCCW(); break;}
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default: break;
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}
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if (sideToBeOn % 2 == 1) {
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std::swap(verticalEmptyLines, horizontalEmptyLines);
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}
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// find min
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int minX = INT_MAX;
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int minY = INT_MAX;
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for (Position position : this->positions) {
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@@ -161,10 +163,7 @@ void Polyomino::goToSpawnPosition() {
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if (position.y < minY) minY = position.y;
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}
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// center the piece with an up bias if it is assymetric
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if (sideToBeOn % 2 == 1) {
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std::swap(verticalEmptyLines, horizontalEmptyLines);
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}
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// center the piece with an up bias
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std::set<Position> newPositions;
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for (Position position : positions) {
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newPositions.insert(Position{(position.x - minX) + (verticalEmptyLines / 2), (position.y - minY) + ((horizontalEmptyLines + 1) / 2)});
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@@ -174,19 +173,17 @@ void Polyomino::goToSpawnPosition() {
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void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesCompleteness, bool currentFlattestSides[4], int& sideToBeOn, bool checkLeftSide) const {
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for (int j = 0; j < this->length; j++) {
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// we check which sides are the flattest on this line
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int max = 0;
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std::set<int> maxOwners;
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for (int i = 0; i < 4; i++) {
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// only the candidate sides are compared
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if (!currentFlattestSides[i]) continue;
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// if we need to check the flatness of the side to the left
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int sideToCheck = i;
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if (checkLeftSide) {
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sideToCheck = (i + 3) % 4;
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}
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// we check which sides are the flattest
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if (linesCompleteness.at(sideToCheck).at(j) > max) {
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max = linesCompleteness.at(sideToCheck).at(j);
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maxOwners.clear();
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@@ -203,7 +200,7 @@ void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesC
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return;
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}
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// else we only keep the flattest from this round and ignore the others
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// else we only keep the flattest on this line and ignore the others
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else {
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for (int i = 0; i < 4; i++) {
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currentFlattestSides[i] = currentFlattestSides[i] && maxOwners.contains(i);
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@@ -213,14 +210,12 @@ void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesC
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}
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bool Polyomino::isConvex() const {
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// for each line and column we check if every squares are adjacent to each others
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for (int j = 0; j < this->length; j++) {
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bool startedLine = false;
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bool completedLine = false;
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bool startedColumn = false;
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bool completedColumn = false;
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for (int i = 0; i < this->length; i++) {
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// line check
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if (this->positions.contains(Position{i, j})) {
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if (completedLine) return false;
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else startedLine = true;
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@@ -228,7 +223,7 @@ bool Polyomino::isConvex() const {
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else {
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if (startedLine) completedLine = true;
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}
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// column check
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if (this->positions.contains(Position{j, i})) {
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if (completedColumn) return false;
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else startedColumn = true;
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@@ -282,7 +277,6 @@ int Polyomino::getPolyominoSize() const {
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bool Polyomino::operator<(const Polyomino& other) const {
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if (this->length != other.length) return this->length < other.length;
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// we check for all positions from left to right and top to bottom, until one has a square that the other doesn't
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for (int y = this->length - 1; y >= 0; y--) {
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for (int x = 0; x < this->length; x++) {
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bool hasThisPosition = this->positions.contains(Position{x, y});
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@@ -10,12 +10,12 @@
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#include <cstdlib>
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#include <exception>
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static const int FRAMES_PER_INPUT = FRAMES_PER_SECOND / 2;
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static const int MAXIMUM_PIECE_SIZE = 10;
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static const int DEFAULT_PIECE_SIZE = 4;
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static const int MAXIMUM_BOARD_WIDTH = 30;
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static const int MAXIMUM_BOARD_HEIGHT = 40;
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static const Gamemode DEFAULT_GAMEMODE = SPRINT;
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static const int FRAMES_PER_INPUT = FRAMES_PER_SECOND / 2; // the number of frames that will pass everytime the player gives an input
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static const int MAXIMUM_PIECE_SIZE = 10; // the maximum size of pieces that will be loaded and utilizable
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static const int DEFAULT_PIECE_SIZE = 4; // the default size of pieces that will be selected when first running the app
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static const int MAXIMUM_BOARD_WIDTH = 30; // the maximum selectable width of the board
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static const int MAXIMUM_BOARD_HEIGHT = 40; // the maximum selectable height of the board
|
||||
static const Gamemode DEFAULT_GAMEMODE = SPRINT; // the gamemode that will be used when starting a new game
|
||||
|
||||
|
||||
TextApp::TextApp() {
|
||||
@@ -31,8 +31,6 @@ TextApp::TextApp() {
|
||||
|
||||
void TextApp::run() {
|
||||
bool quit = false;
|
||||
std::string answer;
|
||||
int selectedAnswer = 0;
|
||||
while (!quit) {
|
||||
std::cout << "\n\n\n";
|
||||
std::cout << "===| WELCOME TO JMINOS! |===" << std::endl;
|
||||
@@ -42,7 +40,10 @@ void TextApp::run() {
|
||||
std::cout << "4- Start game" << std::endl;
|
||||
std::cout << "5- Quit" << std::endl;
|
||||
std::cout << "Choice: ";
|
||||
|
||||
std::string answer;
|
||||
std::getline(std::cin, answer);
|
||||
int selectedAnswer = 0;
|
||||
try {
|
||||
selectedAnswer = std::stoi(answer);
|
||||
}
|
||||
@@ -232,6 +233,7 @@ void TextApp::printGame(const Game& game) const {
|
||||
|
||||
for (int y = maxHeight; y >= 0; y--) {
|
||||
for (int x = 0; x < game.getBoard().getWidth(); x++) {
|
||||
/* BOARD PRINTING */
|
||||
bool isActivePieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getActivePiecePosition()));
|
||||
bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.ghostPiecePosition()));
|
||||
Block block = (isActivePieceHere || isGhostPieceHere) ? game.getActivePiece()->getBlockType() : game.getBoard().getBlock(Position{x, y});
|
||||
@@ -262,6 +264,7 @@ void TextApp::printGame(const Game& game) const {
|
||||
}
|
||||
|
||||
if (y < game.getBoard().getGridHeight()) {
|
||||
/* SIDEBAR PRINTING */
|
||||
std::cout << " ";
|
||||
if (!lineCountPrinted) {
|
||||
std::cout << getResetConsoleColorCode() << "Lines: " << game.getClearedLines();
|
||||
|
||||
Reference in New Issue
Block a user