fixed holding spwaning the piece 1 row lower
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@@ -67,27 +67,29 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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if (AREJustEnded) {
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this->lost = this->board.spawnNextPiece();
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this->resetPiece(true);
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}
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/* IRS and IHS */
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bool initialRotated = (this->initialActions.contains(ROTATE_0) || this->initialActions.contains(ROTATE_CW)
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|| this->initialActions.contains(ROTATE_180) || this->initialActions.contains(ROTATE_CCW));
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Rotation initialRotation = NONE
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+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
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+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
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+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
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if (this->initialActions.contains(HOLD)) {
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this->lost = (!this->board.hold(initialRotation));
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this->board.hold(initialRotation);
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}
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else {
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if ((initialRotation != NONE) || this->initialActions.contains(ROTATE_0)) {
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this->lost = (!this->board.rotate(initialRotation));
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if (initialRotated) {
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this->board.rotate(initialRotation);
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}
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}
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this->lost = this->board.activePieceInWall();
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if (this->lost) {
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if (initialRotation == NONE) {
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this->board.rotate(NONE);
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this->lost = this->board.activePieceInWall();
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if (this->lost) {
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this->framesPassed++;
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return;
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@@ -97,7 +99,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
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/* HOLD */
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if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
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if (this->board.hold()) {
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if (this->board.hold({})) {
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this->resetPiece(false);
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}
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}
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@@ -11,6 +11,7 @@
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#include <utility>
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#include <cstdlib>
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#include <iostream>
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#include <optional>
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GameBoard::GameBoard(int boardWidth, int boardHeight, const std::shared_ptr<PiecesList>& piecesList, int nextQueueLength) :
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@@ -194,12 +195,12 @@ bool GameBoard::activePieceOverlaps(const std::set<Position>& safePositions, con
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return false;
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}
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bool GameBoard::hold(Rotation initialRotation) {
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bool GameBoard::hold(std::optional<Rotation> initialRotation) {
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Position storedPosition = this->activePiecePosition;
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std::swap(this->activePiece, this->heldPiece);
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bool isFirstTimeHolding = (this->activePiece == nullptr);
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if (isFirstTimeHolding) {
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// try with the next piece in queue since there is no piece in the hold box yet
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if (this->nextQueueLength == 0) {
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this->activePiece = std::make_shared<Piece>(this->generator.lookNext());
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}
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@@ -208,21 +209,25 @@ bool GameBoard::hold(Rotation initialRotation) {
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}
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}
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Piece stored = *this->activePiece;
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Position storedPosition = this->activePiecePosition;
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// try initial rotation
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this->goToSpawnPosition();
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this->rotate(initialRotation);
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if (initialRotation.has_value()) {
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std::shared_ptr<Piece> storedPiece(this->activePiece);
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this->rotate(initialRotation.value());
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// if the piece can't spawn, abort initial rotation
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if (this->activePieceInWall()) {
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this->activePiece = std::make_shared<Piece>(stored);
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this->goToSpawnPosition();
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this->activePiece = storedPiece;
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}
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}
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// if the piece can't spawn, try 0° rotation
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if (this->activePieceInWall()) {
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std::shared_ptr<Piece> storedPiece(this->activePiece);
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this->rotate(NONE);
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// if the piece still can't spawn, abort holding
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if (this->activePieceInWall()) {
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if (isFirstTimeHolding) {
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this->activePiece = nullptr;
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}
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this->activePiece = (isFirstTimeHolding) ? nullptr : storedPiece;
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std::swap(this->activePiece, this->heldPiece);
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this->activePiecePosition = storedPosition;
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return false;
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@@ -230,7 +235,6 @@ bool GameBoard::hold(Rotation initialRotation) {
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}
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if (isFirstTimeHolding) {
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// confirm we keep the piece we tried with
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this->nextQueue.push_back(this->generator.getNext());
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this->nextQueue.erase(this->nextQueue.begin());
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}
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@@ -7,6 +7,7 @@
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#include <vector>
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#include <memory>
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#include <optional>
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/**
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@@ -90,7 +91,7 @@ class GameBoard {
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* 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
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* @return If it suceeded
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*/
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bool hold(Rotation initialRotation = NONE);
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bool hold(std::optional<Rotation> initialRotation);
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/**
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* Spawns the next piece from the queue
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@@ -39,7 +39,7 @@ inline std::string getGamemodeGoal(Gamemode gamemode) {
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"200 lines",
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"2 minutes",
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"200 lines",
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"Chill"
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"Infinite"
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};
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return GAMEMODE_DESCRIPTIONS[gamemode];
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@@ -138,7 +138,7 @@ void GamePiecesAppMenu::drawSelectedPiecesRow(float yPos) const {
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xProgress += (1.f + 8.f);
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}
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else {
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this->placeText(text, {}, "ERROR_UNSUPPORTED", xProgress, yPos, {});
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this->placeText(text, {}, "UNLOADED_" + std::to_string(pieceSize), xProgress, yPos, {});
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xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
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}
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}
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@@ -148,7 +148,7 @@ void GamePiecesAppMenu::drawSelectedPiecesRow(float yPos) const {
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xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
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}
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else {
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this->placeText(text, {}, "ERROR_UNSUPPORTED", xProgress, yPos, {});
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this->placeText(text, {}, "UNLOADED_" + std::to_string(pieceSize), xProgress, yPos, {});
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xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
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}
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}
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