ingame moins moche (mais pas fini)
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@@ -346,12 +346,16 @@ bool Game::isOnB2BChain() const {
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return this->B2BChain;
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}
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bool Game::areBlocksBones() const {
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return this->parameters.getBoneBlocks();
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float Game::getLockDelayProgression() const {
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return (float) this->totalLockDelay / this->parameters.getLockDelay();
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}
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Position Game::ghostPiecePosition() const {
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return this->board.lowestPosition();
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float Game::getForcedLockDelayProgression() const {
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return (float) this->totalForcedLockDelay / this->parameters.getForcedLockDelay();
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}
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bool Game::areBlocksBones() const {
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return this->parameters.getBoneBlocks();
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}
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const Board& Game::getBoard() const {
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@@ -366,6 +370,10 @@ const Position& Game::getActivePiecePosition() const {
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return this->board.getActivePiecePosition();
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}
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Position Game::getGhostPiecePosition() const {
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return this->board.lowestPosition();
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}
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const std::shared_ptr<Piece>& Game::getHeldPiece() const {
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return this->board.getHeldPiece();
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}
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@@ -116,16 +116,21 @@ class Game {
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*/
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bool isOnB2BChain() const;
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/**
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* @return How close the active piece's lock delay is to the maximum allowed, betwwen 0 and 1
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*/
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float getLockDelayProgression() const;
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/**
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* @return How close the active piece's forced lock delay is to the maximum allowed, betwwen 0 and 1
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*/
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float getForcedLockDelayProgression() const;
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/**
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* @return If all blocks are currently bone blocks
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*/
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bool areBlocksBones() const;
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/**
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* @return The position of the ghost piece
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*/
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Position ghostPiecePosition() const;
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/**
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* @return The board
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*/
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@@ -141,6 +146,11 @@ class Game {
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*/
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const Position& getActivePiecePosition() const;
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/**
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* @return The position of the ghost piece
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*/
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Position getGhostPiecePosition() const;
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/**
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* @return A pointer to the held piece, can be null
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*/
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@@ -4,16 +4,28 @@
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#include <stack>
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#include <memory>
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#include <algorithm>
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#include <cmath>
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#include <SFML/Graphics.hpp>
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GamePlayingAppMenu::GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
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AppMenu(menuStack, settings, renderWindow),
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game(this->settings->getMenu().startGame(this->settings->getGamemode()))
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{
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game(this->settings->getMenu().startGame(this->settings->getGamemode())) {
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this->game.start();
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this->paused = false;
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this->pausePressed = false;
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this->retryPressed = false;
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int maxWidthMultiplier = 40 / (this->game.getBoard().getWidth());
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int maxHeightMultiplier = 50 / (this->game.getBoard().getBaseHeight() + 10);
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this->cellSizeZoom = std::min(maxWidthMultiplier, maxHeightMultiplier);
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float boardWidth = this->game.getBoard().getWidth() * this->cellSizeZoom;
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float boardHeight = (this->game.getBoard().getBaseHeight() + 10) * this->cellSizeZoom;
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this->boardPosition = sf::Rect<float>(sf::Vector2f(40.f - (boardWidth / 2), 25.f - (boardHeight / 2)) * (float) this->settings->getWindowSizeMultiplier(),
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sf::Vector2f(boardWidth, boardHeight));
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}
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void GamePlayingAppMenu::computeFrame() {
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@@ -33,12 +45,25 @@ void GamePlayingAppMenu::computeFrame() {
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}
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if (actions.contains(RETRY)) {
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this->retryPressed = true;
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}
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else {
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if (this->retryPressed) {
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this->game.reset();
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this->game.start();
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}
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this->retryPressed = false;
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}
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if (actions.contains(PAUSE)) {
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this->pausePressed = true;
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}
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else {
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if (this->pausePressed) {
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this->paused = (!this->paused);
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}
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this->pausePressed = false;
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}
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if (!paused) {
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this->game.nextFrame(actions);
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@@ -47,24 +72,58 @@ void GamePlayingAppMenu::computeFrame() {
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}
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void GamePlayingAppMenu::drawFrame() const {
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this->renderWindow->clear(sf::Color::Black);
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this->renderWindow->clear(sf::Color(200, 200, 200));
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int sizeMultiplier = this->settings->getWindowSizeMultiplier();
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sf::Vector2f cellSize((float) sizeMultiplier, (float) sizeMultiplier);
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float cellSizeMultiplier = this->settings->getWindowSizeMultiplier() * this->cellSizeZoom;
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sf::Vector2f cellSize(cellSizeMultiplier, cellSizeMultiplier);
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for (int y = this->game.getBoard().getBaseHeight() + 10; y >= 0; y--) {
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for (int x = 0; x < this->game.getBoard().getWidth(); x++) {
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bool isActivePieceHere = (this->game.getActivePiece() != nullptr) && (this->game.getActivePiece()->getPositions().contains(Position{x, y} - this->game.getActivePiecePosition()));
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bool isGhostPieceHere = (this->game.getActivePiece() != nullptr) && (this->game.getActivePiece()->getPositions().contains(Position{x, y} - this->game.ghostPiecePosition()));
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Block block = (isActivePieceHere || isGhostPieceHere) ? this->game.getActivePiece()->getBlockType() : this->game.getBoard().getBlock(Position{x, y});
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Block block = this->game.getBoard().getBlock(Position{x, y});
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sf::RectangleShape cell(cellSize);
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cell.setFillColor(sf::Color(BLOCKS_COLOR[block].red, BLOCKS_COLOR[block].green, BLOCKS_COLOR[block].blue, (isGhostPieceHere && !isActivePieceHere) ? 150 : 255));
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cell.setPosition(sf::Vector2f(x * sizeMultiplier, (this->game.getBoard().getBaseHeight() + 10 - y) * sizeMultiplier));
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cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -50));
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cell.setPosition(this->getBlockPosition(x, y));
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this->renderWindow->draw(cell);
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}
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}
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if (this->game.getActivePiece() != nullptr) {
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sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
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float pieceOutlineSize = std::roundf(cellSizeMultiplier / 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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sf::Color pieceColor = 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.getGhostPiecePosition() + position);
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sf::RectangleShape cell(cellSize);
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cell.setFillColor(ghostColor);
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cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
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this->renderWindow->draw(cell);
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}
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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.setOutlineColor(pieceOultlineColor);
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cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
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this->renderWindow->draw(cell);
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}
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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.setFillColor(pieceColor);
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cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
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this->renderWindow->draw(cell);
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}
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}
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/*
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if (this->game.getNextPieces().size() > 0) {
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for (int y = 10; y >= 0; y--) {
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for (int x = 0; x <= 10; x++) {
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@@ -98,6 +157,20 @@ void GamePlayingAppMenu::drawFrame() const {
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}
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}
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}
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*/
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this->renderWindow->display();
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}
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sf::Color GamePlayingAppMenu::getColorOfBlock(Block block, int luminosityShift) const {
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Color rgbColor = BLOCKS_COLOR[block];
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return sf::Color(std::clamp(rgbColor.red + luminosityShift, 0, 255),
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std::clamp(rgbColor.green + luminosityShift, 0, 255),
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std::clamp(rgbColor.blue + luminosityShift, 0, 255));
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}
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sf::Vector2f GamePlayingAppMenu::getBlockPosition(int x, int y) const {
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float cellSizeMultiplier = this->settings->getWindowSizeMultiplier() * this->cellSizeZoom;
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return sf::Vector2f(this->boardPosition.position.x + (x * cellSizeMultiplier),
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this->boardPosition.position.y + ((this->game.getBoard().getBaseHeight() + 10 - y) * cellSizeMultiplier));
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}
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@@ -11,11 +11,19 @@ class GamePlayingAppMenu : public AppMenu {
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private:
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Game game;
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bool paused;
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bool pausePressed;
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bool retryPressed;
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float cellSizeZoom;
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sf::Rect<float> boardPosition;
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public:
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GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
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void computeFrame();
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void computeFrame() override;
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void drawFrame() const;
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void drawFrame() const override;
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sf::Color getColorOfBlock(Block block, int luminosityShift) const;
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sf::Vector2f getBlockPosition(int x, int y) const;
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};
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@@ -15,9 +15,9 @@ class GameSettingsAppMenu : public AppMenu {
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public:
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GameSettingsAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
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void computeFrame();
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void computeFrame() override;
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void drawFrame() const;
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void drawFrame() const override;
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void placeText(sf::Text& text, const sf::String& string, float xPos, float yPos, unsigned int xCursorOutline, unsigned int yCursorOutline) const;
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};
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@@ -15,7 +15,7 @@ class MainAppMenu : public AppMenu {
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public:
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MainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
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void computeFrame();
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void computeFrame() override;
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void drawFrame() const;
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void drawFrame() const override;
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};
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@@ -4,6 +4,19 @@
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#include <fstream>
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#ifdef __JMINOS_RELEASE__
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int main() {
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std::srand(std::time(NULL));
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GraphApp UI;
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UI.run();
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return 0;
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}
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#else
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void resetConfigFiles();
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void resetSettingsFile();
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void resetKeybindFile(int layout);
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@@ -12,8 +25,6 @@ void resetKeybindFile(int layout);
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int main() {
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std::srand(std::time(NULL));
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#ifndef __JMINOS_RELEASE__
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PiecesFiles pf;
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for (int i = 1; i <= MAXIMUM_PIECES_SIZE; i++) {
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if (!std::filesystem::exists("data/pieces/" + std::to_string(i) + "minos.bin")) {
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@@ -30,11 +41,9 @@ int main() {
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}
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}
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// uncomment before compiling release version
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// do this before compiling release version
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//resetConfigFiles();
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#endif
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GraphApp UI;
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UI.run();
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@@ -154,3 +163,5 @@ void resetKeybindFile(int layout) {
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layoutFile.write(&byte, 1);
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}
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}
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#endif
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@@ -251,7 +251,7 @@ void TextApp::printGame(const Game& game) const {
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for (int x = 0; x < game.getBoard().getWidth(); x++) {
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/* BOARD PRINTING */
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bool isActivePieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getActivePiecePosition()));
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bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.ghostPiecePosition()));
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bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getGhostPiecePosition()));
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Block block = (isActivePieceHere || isGhostPieceHere) ? game.getActivePiece()->getBlockType() : game.getBoard().getBlock(Position{x, y});
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if (isActivePieceHere || isGhostPieceHere) {
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