added bones block to master mode and added invisible mode
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Linux arm64 / Build (push) Successful in 1m55s
All checks were successful
Linux arm64 / Build (push) Successful in 1m55s
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@@ -104,17 +104,26 @@ void GamePlayingAppMenu::computeFrame() {
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void GamePlayingAppMenu::drawFrame() const {
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this->renderWindow->clear(sf::Color(200, 200, 200));
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sf::Color bonesBlockColor(0, 0, 0);
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sf::Color bonesBlockGhostColor(100, 100, 100);
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bool areBlockBones = this->game.areBlocksBones();
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bool isBoardInvisible = this->game.isBoardInvisible() && !(this->game.hasWon() || this->game.hasLost());
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sf::Vector2f cellSize(this->cellSizeZoom, this->cellSizeZoom);
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float cellOutlineThickness = this->cellSizeZoom / 4;
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bool drawActivePiece = (this->game.getActivePiece() != nullptr) && (!this->game.hasLost());
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// board
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for (int y = this->game.getBoard().getBaseHeight() + 9; y >= 0; y--) {
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for (int x = 0; x < this->game.getBoard().getWidth(); x++) {
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Block block = this->game.getBoard().getBlock(Position{x, y});
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if (isBoardInvisible) block = NOTHING;
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sf::RectangleShape cell(cellSize);
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cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
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cell.setFillColor((areBlockBones && block != NOTHING)
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? bonesBlockColor
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: this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
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cell.setPosition(this->getBoardBlockPosition(x, y));
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this->renderWindow->draw(cell);
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}
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@@ -122,7 +131,10 @@ void GamePlayingAppMenu::drawFrame() const {
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if (drawActivePiece) {
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// ghost piece
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sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
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sf::Color ghostColor = areBlockBones
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? bonesBlockGhostColor
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: this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
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for (const Position& position : this->game.getActivePiece()->getPositions()) {
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Position cellPosition = (this->game.getGhostPiecePosition() + position);
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@@ -133,13 +145,13 @@ void GamePlayingAppMenu::drawFrame() const {
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}
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// active piece outline
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float pieceOutlineSize = std::roundf(this->cellSizeZoom / 4);
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sf::Color pieceOultlineColor = sf::Color(255, 255 - (255 * this->game.getForcedLockDelayProgression()), 255 - (255 * this->game.getForcedLockDelayProgression()));
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for (const Position& position : this->game.getActivePiece()->getPositions()) {
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Position cellPosition = (this->game.getActivePiecePosition() + position);
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sf::RectangleShape cell(cellSize);
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cell.setOutlineThickness(pieceOutlineSize);
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cell.setOutlineThickness(cellOutlineThickness);
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cell.setOutlineColor(pieceOultlineColor);
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cell.setPosition(this->getBoardBlockPosition(cellPosition.x, cellPosition.y));
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this->renderWindow->draw(cell);
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@@ -154,7 +166,9 @@ void GamePlayingAppMenu::drawFrame() const {
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if (drawActivePiece) {
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// active piece
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sf::Color pieceColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
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sf::Color pieceColor = areBlockBones
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? bonesBlockColor
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: this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
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for (const Position& position : this->game.getActivePiece()->getPositions()) {
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Position cellPosition = (this->game.getActivePiecePosition() + position);
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@@ -173,7 +187,9 @@ void GamePlayingAppMenu::drawFrame() const {
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nextBox.position.y -= upShift;
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sf::Vector2f nextCellSize(this->nextCellSizeZoom, this->nextCellSizeZoom);
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sf::Color color = this->getColorOfBlock(this->game.getNextPieces().at(i).getBlockType(), 0);
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sf::Color pieceColor = areBlockBones
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? bonesBlockColor
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: this->getColorOfBlock(this->game.getNextPieces().at(i).getBlockType(), 0);
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sf::Color boxColor = sf::Color(180, 180, 180);
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int lowestRank = 0;
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@@ -181,7 +197,7 @@ void GamePlayingAppMenu::drawFrame() const {
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for (int x = 0; x < this->game.getNextPieces().at(i).getLength(); x++) {
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sf::RectangleShape cell(nextCellSize);
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if (this->game.getNextPieces().at(i).getPositions().contains(Position{x, y})) {
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cell.setFillColor(color);
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cell.setFillColor(pieceColor);
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lowestRank = y;
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}
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else {
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@@ -199,9 +215,11 @@ void GamePlayingAppMenu::drawFrame() const {
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// hold box
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if (this->game.getHeldPiece() != nullptr) {
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sf::Vector2f holdCellSize(this->holdCellSizeZoom, this->holdCellSizeZoom);
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sf::Color color = this->getColorOfBlock(this->game.getHeldPiece()->getBlockType(), 0);
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sf::Color color = areBlockBones
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? bonesBlockColor
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: this->getColorOfBlock(this->game.getHeldPiece()->getBlockType(), 0);
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sf::Color boxColor = sf::Color(180, 180, 180);
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for (int y = 0; y < this->game.getHeldPiece()->getLength(); y++) {
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for (int x = 0; x < this->game.getHeldPiece()->getLength(); x++) {
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sf::RectangleShape cell(holdCellSize);
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@@ -212,7 +230,7 @@ void GamePlayingAppMenu::drawFrame() const {
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cell.setFillColor(boxColor);
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}
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cell.setPosition(sf::Vector2f(this->holdBoxPosition.position.x + (x * this->nextCellSizeZoom),
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this->holdBoxPosition.position.y + ((this->game.getHeldPiece()->getLength() - y - 1) * this->holdCellSizeZoom)));
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this->holdBoxPosition.position.y + ((this->game.getHeldPiece()->getLength() - y - 1) * this->holdCellSizeZoom)));
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this->renderWindow->draw(cell);
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}
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}
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