added bones block to master mode and added invisible mode
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This commit is contained in:
2025-05-27 18:52:07 +02:00
parent 7a96136631
commit 6ed85869ae
8 changed files with 89 additions and 21 deletions

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@@ -24,11 +24,12 @@ You will find more infos about the Rotation System, the scoring system, or the d
- Every polyominoes up to pentedecaminoes!
- 7bag with proportionnality for each polyomino size!
- AutoRS as the Rotation System!
- 0° rotations!
- All spin!
- IRS, IHS, infinite hold, and other leniency mechanics!
- Customizable board size!
- Customizable keybinds!
- 0° rotations!
- AutoRS as the Rotation System!
- IRS, IHS, infinite hold, and other leniency mechanics!
- Very bland interface!! (i'm not a designer)
### Available gamemodes
@@ -37,6 +38,7 @@ You will find more infos about the Rotation System, the scoring system, or the d
- MARATHON : clear 200 lines with increasing gravity!
- ULTRA : scores as much as possible in only 2 minutes!
- MASTER : clear 200 lines at levels higher than maximum gravity!
- INVISIBLE : get 1000 grade while not being able to see the board!
- ZEN : practice indefinitely in this mode with no gravity!
### Screenshots

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@@ -366,6 +366,10 @@ bool Game::areBlocksBones() const {
return this->parameters.getBoneBlocks();
}
bool Game::isBoardInvisible() const {
return this->parameters.getInvisibleBoard();
}
const Board& Game::getBoard() const {
return this->board.getBoard();
}

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@@ -136,6 +136,11 @@ class Game {
*/
bool areBlocksBones() const;
/**
* @return If the board is currently invisible
*/
bool isBoardInvisible() const;
/**
* @return The board
*/

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@@ -24,6 +24,8 @@ void GameParameters::reset() {
case MARATHON : {this->level = 1; break;}
// goes from level 20 to 39
case MASTER : {this->level = 20; break;}
// goes from level 1 to 19
case INVISIBLE : {this->level = 1; break;}
// no gravity
case ZEN : {this->level = 0; break;}
default : this->level = 1;
@@ -34,7 +36,7 @@ void GameParameters::reset() {
void GameParameters::lockedPiece(const LineClear& lineClear) {
switch (this->gamemode) {
// modes where level increases
// modes where level increases with lines
case MARATHON :
case MASTER : {
int previousLines = this->clearedLines;
@@ -51,9 +53,23 @@ void GameParameters::lockedPiece(const LineClear& lineClear) {
default : this->clearedLines += lineClear.lines;
}
int previousGrade = this->grade;
if (!((lineClear.lines == 0) && ((this->grade % 100) == 99))) {
this->grade += (1 + lineClear.lines);
}
switch (this->gamemode) {
// modes where level increases with grade
case INVISIBLE : {
if (previousGrade / 100 < this->grade / 100) {
this->level += 2;
this->updateStats();
}
break;
}
// other modes
default : break;
}
}
bool GameParameters::hasWon(int framesPassed) const {
@@ -66,6 +82,8 @@ bool GameParameters::hasWon(int framesPassed) const {
case MARATHON : return this->clearedLines >= 200;
// win once 200 lines have been cleared
case MASTER : return this->clearedLines >= 200;
// win once 1000 grade has been passed
case INVISIBLE : return this->grade >= 1000;
// infinite mode
case ZEN :
default : return false;
@@ -84,7 +102,8 @@ void GameParameters::updateStats() {
}
// 3 for slow-controls gamemodes
case MARATHON :
case MASTER : {
case MASTER :
case INVISIBLE : {
this->nextQueueLength = 3;
break;
}
@@ -94,10 +113,13 @@ void GameParameters::updateStats() {
/* BONE BLOCKS */
switch (this->gamemode) {
// blocks turns into bone blocks at level 30
case MASTER : this->boneBlocks = (this->level >= 30);
case MASTER : {this->boneBlocks = (this->level >= 30); break;}
default : this->boneBlocks = false;
}
/* INVISIBLE */
this->invisibleBoard = (this->gamemode == INVISIBLE);
/* GRAVITY */
// get gravity for an assumed 20-rows board
static const int gravityPerLevel[] = {
@@ -152,6 +174,8 @@ void GameParameters::updateStats() {
case MARATHON : {this->ARE = 24 - (this->level - 1); break;}
// starts at 400ms (24f) at lvl 20 and ends at 083ms (5f) at lvl 39
case MASTER : {this->ARE = 24 - (this->level - 20); break;}
// fixed at 250ms (15f)
case INVISIBLE : {this->ARE = 15; break;}
// no ARE by default
default : this->ARE = 0;
}
@@ -228,6 +252,10 @@ bool GameParameters::getBoneBlocks() const {
return this->boneBlocks;
}
bool GameParameters::getInvisibleBoard() const {
return this->invisibleBoard;
}
int GameParameters::getGravity() const {
return this->gravity;
}

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@@ -18,6 +18,7 @@ class GameParameters {
int grade; // the current amount of points
int nextQueueLength; // the number of pieces visibles in the next queue
bool boneBlocks; // wheter all blocks are bone blocks
bool invisibleBoard; // wheter the board is invisible
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
@@ -77,10 +78,15 @@ class GameParameters {
int getNextQueueLength() const;
/**
* Returns wheter the blocks are currently bone blocks
* @return Wheter the blocks are currently bone blocks
*/
bool getBoneBlocks() const;
/**
* @return Wheter the board is currently invisible
*/
bool getInvisibleBoard() const;
/**
* @return The current gravity for a 20-line high board
*/

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@@ -11,6 +11,7 @@ enum Gamemode {
MARATHON,
ULTRA,
MASTER,
INVISIBLE,
ZEN
};
@@ -24,6 +25,7 @@ inline std::string getGamemodeName(Gamemode gamemode) {
"MARATHON",
"ULTRA",
"MASTER",
"INVISIBLE",
"ZEN"
};
@@ -39,6 +41,7 @@ inline std::string getGamemodeGoal(Gamemode gamemode) {
"200 lines",
"2 minutes",
"200 lines",
"1000 grade",
"Infinite"
};

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@@ -105,16 +105,25 @@ void GamePlayingAppMenu::computeFrame() {
void GamePlayingAppMenu::drawFrame() const {
this->renderWindow->clear(sf::Color(200, 200, 200));
sf::Color bonesBlockColor(0, 0, 0);
sf::Color bonesBlockGhostColor(100, 100, 100);
bool areBlockBones = this->game.areBlocksBones();
bool isBoardInvisible = this->game.isBoardInvisible() && !(this->game.hasWon() || this->game.hasLost());
sf::Vector2f cellSize(this->cellSizeZoom, this->cellSizeZoom);
float cellOutlineThickness = this->cellSizeZoom / 4;
bool drawActivePiece = (this->game.getActivePiece() != nullptr) && (!this->game.hasLost());
// board
for (int y = this->game.getBoard().getBaseHeight() + 9; y >= 0; y--) {
for (int x = 0; x < this->game.getBoard().getWidth(); x++) {
Block block = this->game.getBoard().getBlock(Position{x, y});
if (isBoardInvisible) block = NOTHING;
sf::RectangleShape cell(cellSize);
cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
cell.setFillColor((areBlockBones && block != NOTHING)
? bonesBlockColor
: this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
cell.setPosition(this->getBoardBlockPosition(x, y));
this->renderWindow->draw(cell);
}
@@ -122,7 +131,10 @@ void GamePlayingAppMenu::drawFrame() const {
if (drawActivePiece) {
// ghost piece
sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
sf::Color ghostColor = areBlockBones
? bonesBlockGhostColor
: this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getGhostPiecePosition() + position);
@@ -133,13 +145,13 @@ void GamePlayingAppMenu::drawFrame() const {
}
// active piece outline
float pieceOutlineSize = std::roundf(this->cellSizeZoom / 4);
sf::Color pieceOultlineColor = sf::Color(255, 255 - (255 * this->game.getForcedLockDelayProgression()), 255 - (255 * this->game.getForcedLockDelayProgression()));
for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getActivePiecePosition() + position);
sf::RectangleShape cell(cellSize);
cell.setOutlineThickness(pieceOutlineSize);
cell.setOutlineThickness(cellOutlineThickness);
cell.setOutlineColor(pieceOultlineColor);
cell.setPosition(this->getBoardBlockPosition(cellPosition.x, cellPosition.y));
this->renderWindow->draw(cell);
@@ -154,7 +166,9 @@ void GamePlayingAppMenu::drawFrame() const {
if (drawActivePiece) {
// active piece
sf::Color pieceColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
sf::Color pieceColor = areBlockBones
? bonesBlockColor
: this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getActivePiecePosition() + position);
@@ -173,7 +187,9 @@ void GamePlayingAppMenu::drawFrame() const {
nextBox.position.y -= upShift;
sf::Vector2f nextCellSize(this->nextCellSizeZoom, this->nextCellSizeZoom);
sf::Color color = this->getColorOfBlock(this->game.getNextPieces().at(i).getBlockType(), 0);
sf::Color pieceColor = areBlockBones
? bonesBlockColor
: this->getColorOfBlock(this->game.getNextPieces().at(i).getBlockType(), 0);
sf::Color boxColor = sf::Color(180, 180, 180);
int lowestRank = 0;
@@ -181,7 +197,7 @@ void GamePlayingAppMenu::drawFrame() const {
for (int x = 0; x < this->game.getNextPieces().at(i).getLength(); x++) {
sf::RectangleShape cell(nextCellSize);
if (this->game.getNextPieces().at(i).getPositions().contains(Position{x, y})) {
cell.setFillColor(color);
cell.setFillColor(pieceColor);
lowestRank = y;
}
else {
@@ -199,7 +215,9 @@ void GamePlayingAppMenu::drawFrame() const {
// hold box
if (this->game.getHeldPiece() != nullptr) {
sf::Vector2f holdCellSize(this->holdCellSizeZoom, this->holdCellSizeZoom);
sf::Color color = this->getColorOfBlock(this->game.getHeldPiece()->getBlockType(), 0);
sf::Color color = areBlockBones
? bonesBlockColor
: this->getColorOfBlock(this->game.getHeldPiece()->getBlockType(), 0);
sf::Color boxColor = sf::Color(180, 180, 180);
for (int y = 0; y < this->game.getHeldPiece()->getLength(); y++) {
@@ -212,7 +230,7 @@ void GamePlayingAppMenu::drawFrame() const {
cell.setFillColor(boxColor);
}
cell.setPosition(sf::Vector2f(this->holdBoxPosition.position.x + (x * this->nextCellSizeZoom),
this->holdBoxPosition.position.y + ((this->game.getHeldPiece()->getLength() - y - 1) * this->holdCellSizeZoom)));
this->holdBoxPosition.position.y + ((this->game.getHeldPiece()->getLength() - y - 1) * this->holdCellSizeZoom)));
this->renderWindow->draw(cell);
}
}

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@@ -13,7 +13,7 @@
GameSettingsAppMenu::GameSettingsAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
AppMenu(menuStack, settings, renderWindow),
playerCursor({2, 3, 2}) {
playerCursor({2, 3, 3}) {
}
@@ -33,7 +33,8 @@ void GameSettingsAppMenu::computeFrame() {
case 2 : {
switch (this->playerCursor.getPosition().x) {
case 0 : {this->settings->setGamemode(MASTER); break;}
case 1 : {this->settings->setGamemode(ZEN); break;}
case 1 : {this->settings->setGamemode(INVISIBLE); break;}
case 2 : {this->settings->setGamemode(ZEN); break;}
}
break;
}
@@ -76,7 +77,8 @@ void GameSettingsAppMenu::drawFrame() const {
this->placeText(text, this->playerCursor, "MARATHON", 25.f, 35.f, sf::Vector2u{1, 1});
this->placeText(text, this->playerCursor, "ULTRA", 50.f, 35.f, sf::Vector2u{2, 1});
this->placeText(text, this->playerCursor, "MASTER", 5.f, 45.f, sf::Vector2u{0, 2});
this->placeText(text, this->playerCursor, "ZEN", 25.f, 45.f, sf::Vector2u{1, 2});
this->placeText(text, this->playerCursor, "INVISIBLE", 25.f, 45.f, sf::Vector2u{1, 2});
this->placeText(text, this->playerCursor, "ZEN", 50.f, 45.f, sf::Vector2u{2, 2});
this->renderWindow->display();
}