taille board adaptative

This commit is contained in:
2025-03-24 14:59:02 +01:00
parent c08cfc2255
commit 8a4c4201fe

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@@ -18,13 +18,14 @@ GamePlayingAppMenu::GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std
this->pausePressed = false; this->pausePressed = false;
this->retryPressed = false; this->retryPressed = false;
int maxWidthMultiplier = 40 / (this->game.getBoard().getWidth()); int maxWidthMultiplier = (this->settings->getWindowSizeMultiplier() * 40) / (this->game.getBoard().getWidth());
int maxHeightMultiplier = 50 / (this->game.getBoard().getBaseHeight() + 10); int maxHeightMultiplier = (this->settings->getWindowSizeMultiplier() * 50) / (this->game.getBoard().getBaseHeight() + 10);
this->cellSizeZoom = std::min(maxWidthMultiplier, maxHeightMultiplier); this->cellSizeZoom = std::min(maxWidthMultiplier, maxHeightMultiplier);
float boardWidth = this->game.getBoard().getWidth() * this->cellSizeZoom; float boardWidth = this->game.getBoard().getWidth() * this->cellSizeZoom;
float boardHeight = (this->game.getBoard().getBaseHeight() + 10) * this->cellSizeZoom; float boardHeight = (this->game.getBoard().getBaseHeight() + 10) * this->cellSizeZoom;
this->boardPosition = sf::Rect<float>(sf::Vector2f(40.f - (boardWidth / 2), 25.f - (boardHeight / 2)) * (float) this->settings->getWindowSizeMultiplier(), this->boardPosition = sf::Rect<float>(sf::Vector2f((this->settings->getWindowSizeMultiplier() * 40) - (boardWidth / 2),
(this->settings->getWindowSizeMultiplier() * 25) - (boardHeight / 2)),
sf::Vector2f(boardWidth, boardHeight)); sf::Vector2f(boardWidth, boardHeight));
} }
@@ -74,26 +75,24 @@ void GamePlayingAppMenu::computeFrame() {
void GamePlayingAppMenu::drawFrame() const { void GamePlayingAppMenu::drawFrame() const {
this->renderWindow->clear(sf::Color(200, 200, 200)); this->renderWindow->clear(sf::Color(200, 200, 200));
float cellSizeMultiplier = this->settings->getWindowSizeMultiplier() * this->cellSizeZoom; sf::Vector2f cellSize(this->cellSizeZoom, this->cellSizeZoom);
sf::Vector2f cellSize(cellSizeMultiplier, cellSizeMultiplier); bool drawActivePiece = (this->game.getActivePiece() != nullptr) && (!this->game.hasLost());
for (int y = this->game.getBoard().getBaseHeight() + 10; y >= 0; y--) { // board
for (int y = this->game.getBoard().getBaseHeight() + 9; y >= 0; y--) {
for (int x = 0; x < this->game.getBoard().getWidth(); x++) { for (int x = 0; x < this->game.getBoard().getWidth(); x++) {
Block block = this->game.getBoard().getBlock(Position{x, y}); Block block = this->game.getBoard().getBlock(Position{x, y});
sf::RectangleShape cell(cellSize); sf::RectangleShape cell(cellSize);
cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -50)); cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
cell.setPosition(this->getBlockPosition(x, y)); cell.setPosition(this->getBlockPosition(x, y));
this->renderWindow->draw(cell); this->renderWindow->draw(cell);
} }
} }
if (this->game.getActivePiece() != nullptr) { if (drawActivePiece) {
// ghost piece
sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100); sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
float pieceOutlineSize = std::roundf(cellSizeMultiplier / 4);
sf::Color pieceOultlineColor = sf::Color(255, 255 - (255 * this->game.getForcedLockDelayProgression()), 255 - (255 * this->game.getForcedLockDelayProgression()));
sf::Color pieceColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
for (const Position& position : this->game.getActivePiece()->getPositions()) { for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getGhostPiecePosition() + position); Position cellPosition = (this->game.getGhostPiecePosition() + position);
@@ -103,6 +102,9 @@ void GamePlayingAppMenu::drawFrame() const {
this->renderWindow->draw(cell); this->renderWindow->draw(cell);
} }
// 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()) { for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getActivePiecePosition() + position); Position cellPosition = (this->game.getActivePiecePosition() + position);
@@ -112,6 +114,17 @@ void GamePlayingAppMenu::drawFrame() const {
cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y)); cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
this->renderWindow->draw(cell); this->renderWindow->draw(cell);
} }
}
// top out line
sf::RectangleShape topOutLine(sf::Vector2f(this->cellSizeZoom * this->game.getBoard().getWidth(), std::roundf(this->cellSizeZoom / 4)));
topOutLine.setPosition(this->getBlockPosition(0, this->game.getBoard().getBaseHeight() - 1));
topOutLine.setFillColor(sf::Color(255, 0, 0));
this->renderWindow->draw(topOutLine);
if (drawActivePiece) {
// active piece
sf::Color pieceColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), -200 * (this->game.getLockDelayProgression()));
for (const Position& position : this->game.getActivePiece()->getPositions()) { for (const Position& position : this->game.getActivePiece()->getPositions()) {
Position cellPosition = (this->game.getActivePiecePosition() + position); Position cellPosition = (this->game.getActivePiecePosition() + position);
@@ -170,7 +183,6 @@ sf::Color GamePlayingAppMenu::getColorOfBlock(Block block, int luminosityShift)
} }
sf::Vector2f GamePlayingAppMenu::getBlockPosition(int x, int y) const { sf::Vector2f GamePlayingAppMenu::getBlockPosition(int x, int y) const {
float cellSizeMultiplier = this->settings->getWindowSizeMultiplier() * this->cellSizeZoom; return sf::Vector2f(this->boardPosition.position.x + (x * this->cellSizeZoom),
return sf::Vector2f(this->boardPosition.position.x + (x * cellSizeMultiplier), this->boardPosition.position.y + ((this->game.getBoard().getBaseHeight() + 9 - y) * this->cellSizeZoom));
this->boardPosition.position.y + ((this->game.getBoard().getBaseHeight() + 10 - y) * cellSizeMultiplier));
} }