3 Commits

Author SHA1 Message Date
6da3cb66fa changed InfoAppMenu 2025-05-23 23:57:13 +02:00
e0ab6a4828 update readme and main.cpp debug messages 2025-05-23 22:35:31 +02:00
a62b3c018d fixed holding spwaning the piece 1 row lower 2025-04-01 18:45:01 +02:00
16 changed files with 208 additions and 89 deletions

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@@ -4,19 +4,26 @@ Modern stacker game with every polyominos from size 1 to 15, made in C++ with [S
## Download
// to bo included when release version is done //
// TODO when the game is finished //
This game has been tested on and provides executables for Windows 11 and Linux under Ubuntu only.
If your OS isn't compactible with either of theses two, you can try [manually building the project](#manual-build-and-run).
This game has been tested on and built on Windows 11 and WSL2 Ubuntu only.
If your OS isn't compactible with either of theses two, you can try [manually building the project](#manual-build).
## How to play
### General
You can see and change in-game keybinds in the **SETTINGS** section of the main menu!
All of in-menu navigation is done with the arrow keys, the Enter key and the Escape key. Theses are unmutable keybinds.
You will find some more infos about the Rotation System and the scoring in the **INFO** section of the main menu.
If you want to know more details about the generation and classification of polyominoes, [check the documentation](/doc/)!
All of in-menu navigation is done with the **arrow keys**, the **Enter key** and the **Escape key**. Theses are unchangeable keybinds.
You will find more infos about the Rotation System, the scoring system, or the different pieces type in the **INFO** section of the main menu.
If you want to know more details about the generation of polyominoes, [check the documentation](/doc/)!
## Features
- Every polyominoes from size 1 to 15, selectable as you wish, with customizable propotionnality for each 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
@@ -26,6 +33,10 @@ If you want to know more details about the generation and classification of poly
- MASTER : clear 200 lines at levels higher than maximum gravity!
- ZEN : practice indefinitely in this mode with no gravity!
### Screenshots
// TODO when the game is finished //
## Manual build
This project uses xmake for compiling, xmake is cross-platform and works in most OS, xmake also automatically install supported librairies.
@@ -43,12 +54,19 @@ If you need to change the toolchain (for example using gcc):
### Run the project
``xmake run``
Note that the program will generate the polyomino files for you the first time. This lasts several minutes so it only does it up to size 10. If you want to use the full range up to size 15, you will need to uncomment the ``#define`` at line 13 of file ``src/GraphicalUI/Settings.h``.
If for some reasons you wanna run the command line version:
The program will generate the polyomino files for you if you don't have them.
As this is a lengthy process, debug mode limits pieces size to 10.
To switch between debug and release mode:
``xmake f -m debug``
``xmake f -m release``
If for some reasons you wanna run the command line version (not updated):
``xmake run text``
### Create a release version (xmake packaging ???)
### Package the project
// TODO when the game is finished //
## Credits

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@@ -67,27 +67,29 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
if (AREJustEnded) {
this->lost = this->board.spawnNextPiece();
this->resetPiece(true);
}
/* IRS and IHS */
Rotation initialRotation = NONE
+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
/* IRS and IHS */
bool initialRotated = (this->initialActions.contains(ROTATE_0) || this->initialActions.contains(ROTATE_CW)
|| this->initialActions.contains(ROTATE_180) || this->initialActions.contains(ROTATE_CCW));
Rotation initialRotation = NONE
+ ((this->initialActions.contains(ROTATE_CW)) ? CLOCKWISE : NONE)
+ ((this->initialActions.contains(ROTATE_180)) ? DOUBLE : NONE)
+ ((this->initialActions.contains(ROTATE_CCW)) ? COUNTERCLOCKWISE : NONE);
if (this->initialActions.contains(HOLD)) {
this->lost = (!this->board.hold(initialRotation));
}
else {
if ((initialRotation != NONE) || this->initialActions.contains(ROTATE_0)) {
this->lost = (!this->board.rotate(initialRotation));
if (this->initialActions.contains(HOLD)) {
this->board.hold(initialRotation);
}
else {
if (initialRotated) {
this->board.rotate(initialRotation);
}
}
}
if (this->lost) {
if (initialRotation == NONE) {
this->lost = this->board.activePieceInWall();
if (this->lost) {
this->board.rotate(NONE);
this->lost = this->board.activePieceInWall();
if (this->lost) {
this->framesPassed++;
return;
@@ -97,7 +99,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
/* HOLD */
if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
if (this->board.hold()) {
if (this->board.hold({})) {
this->resetPiece(false);
}
}

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@@ -11,6 +11,7 @@
#include <utility>
#include <cstdlib>
#include <iostream>
#include <optional>
GameBoard::GameBoard(int boardWidth, int boardHeight, const std::shared_ptr<PiecesList>& piecesList, int nextQueueLength) :
@@ -194,12 +195,12 @@ bool GameBoard::activePieceOverlaps(const std::set<Position>& safePositions, con
return false;
}
bool GameBoard::hold(Rotation initialRotation) {
bool GameBoard::hold(std::optional<Rotation> initialRotation) {
Position storedPosition = this->activePiecePosition;
std::swap(this->activePiece, this->heldPiece);
bool isFirstTimeHolding = (this->activePiece == nullptr);
if (isFirstTimeHolding) {
// try with the next piece in queue since there is no piece in the hold box yet
if (this->nextQueueLength == 0) {
this->activePiece = std::make_shared<Piece>(this->generator.lookNext());
}
@@ -208,21 +209,25 @@ bool GameBoard::hold(Rotation initialRotation) {
}
}
Piece stored = *this->activePiece;
Position storedPosition = this->activePiecePosition;
// try initial rotation
this->goToSpawnPosition();
this->rotate(initialRotation);
if (initialRotation.has_value()) {
std::shared_ptr<Piece> storedPiece(this->activePiece);
this->rotate(initialRotation.value());
// if the piece can't spawn, abort initial rotation
if (this->activePieceInWall()) {
this->activePiece = storedPiece;
}
}
// if the piece can't spawn, try 0° rotation
if (this->activePieceInWall()) {
this->activePiece = std::make_shared<Piece>(stored);
this->goToSpawnPosition();
std::shared_ptr<Piece> storedPiece(this->activePiece);
this->rotate(NONE);
// if the piece still can't spawn, abort holding
if (this->activePieceInWall()) {
if (isFirstTimeHolding) {
this->activePiece = nullptr;
}
this->activePiece = (isFirstTimeHolding) ? nullptr : storedPiece;
std::swap(this->activePiece, this->heldPiece);
this->activePiecePosition = storedPosition;
return false;
@@ -230,7 +235,6 @@ bool GameBoard::hold(Rotation initialRotation) {
}
if (isFirstTimeHolding) {
// confirm we keep the piece we tried with
this->nextQueue.push_back(this->generator.getNext());
this->nextQueue.erase(this->nextQueue.begin());
}

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@@ -7,6 +7,7 @@
#include <vector>
#include <memory>
#include <optional>
/**
@@ -90,7 +91,7 @@ class GameBoard {
* 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
* @return If it suceeded
*/
bool hold(Rotation initialRotation = NONE);
bool hold(std::optional<Rotation> initialRotation);
/**
* Spawns the next piece from the queue

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@@ -15,7 +15,7 @@ class GameParameters {
Player controls; // the player's controls
int clearedLines; // the number of cleared lines
int level; // the current level
int grade; // the current amount of points
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
int gravity; // the gravity at which pieces drop

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@@ -39,7 +39,7 @@ inline std::string getGamemodeGoal(Gamemode gamemode) {
"200 lines",
"2 minutes",
"200 lines",
"Chill"
"Infinite"
};
return GAMEMODE_DESCRIPTIONS[gamemode];

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@@ -57,6 +57,33 @@ class AppMenu {
}
}
sf::Text createText(int fontSize = 2) const {
sf::Text newText(this->pressStartFont, "", this->settings->getWindowSizeMultiplier() * fontSize);
newText.setFillColor(sf::Color::Black);
newText.setOutlineColor(sf::Color::White);
newText.setOutlineThickness(0);
return newText;
}
void setTextPosition(sf::Text& text, float xPos, float yPos) const {
float sizeMultiplier = this->settings->getWindowSizeMultiplier();
text.setOrigin(sf::Vector2f({0, text.getLocalBounds().size.y / 2}));
text.setPosition(sf::Vector2f({sizeMultiplier * xPos, sizeMultiplier * yPos}));
}
void setTitlePosition(sf::Text& text, float yPos) const {
float sizeMultiplier = this->settings->getWindowSizeMultiplier();
text.setOrigin({text.getLocalBounds().getCenter().x, text.getLocalBounds().size.y / 2});
text.setPosition(sf::Vector2f({sizeMultiplier * 40.f, sizeMultiplier * yPos}));
}
void setTextOutline(sf::Text& text, bool hasOutline) const {
text.setOutlineThickness(hasOutline * (this->settings->getWindowSizeMultiplier() / 2));
}
void placeText(sf::Text& text, const std::optional<PlayerCursor>& playerCursor, const sf::String& string, float xPos, float yPos, const std::optional<sf::Vector2u>& cursorPos) const {
float sizeMultiplier = this->settings->getWindowSizeMultiplier();

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@@ -17,7 +17,7 @@ GamePiecesAppMenu::GamePiecesAppMenu(std::shared_ptr<MenuStack> menuStack, std::
this->playerCursor.addRow(i + 1, this->settings->getMenu().readPiecesList().getNumberOfPieces(i) + 4);
}
if (this->settings->getMaximumPiecesSize() < GENERATED_PIECES_SIZE) {
if (this->settings->getMaximumPiecesSize() < MAXIMUM_PIECES_SIZE) {
this->playerCursor.addRow(this->settings->getMaximumPiecesSize() + 2, 1);
}
}
@@ -43,7 +43,7 @@ void GamePiecesAppMenu::computeFrame() {
this->playerCursor.addRow(newMaxSize + 1, this->settings->getMenu().readPiecesList().getNumberOfPieces(newMaxSize) + 4);
this->playerCursor.goToPosition({0u, newMaxSize + 1u});
if (newMaxSize < GENERATED_PIECES_SIZE) {
if (newMaxSize < MAXIMUM_PIECES_SIZE) {
this->playerCursor.addRow(newMaxSize + 2, 1);
}
}
@@ -95,7 +95,7 @@ void GamePiecesAppMenu::drawFrame() const {
this->drawSelectedPiecesRow(15.f);
bool drawFromFirstElem = (this->playerCursor.getPosition().y == 1);
bool addExtraLine = (this->settings->getMaximumPiecesSize() < GENERATED_PIECES_SIZE);
bool addExtraLine = (this->settings->getMaximumPiecesSize() < MAXIMUM_PIECES_SIZE);
int firstElem = std::clamp(((int) this->playerCursor.getPosition().y) - 2, 1, this->settings->getMaximumPiecesSize() - 2 + (addExtraLine ? 1 : 0));
this->drawRow(firstElem, 25.f, drawFromFirstElem);
this->drawRow(firstElem + 1, 35.f, drawFromFirstElem);
@@ -138,7 +138,7 @@ void GamePiecesAppMenu::drawSelectedPiecesRow(float yPos) const {
xProgress += (1.f + 8.f);
}
else {
this->placeText(text, {}, "ERROR_UNSUPPORTED", xProgress, yPos, {});
this->placeText(text, {}, "UNLOADED_" + std::to_string(pieceSize), xProgress, yPos, {});
xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
}
}
@@ -148,7 +148,7 @@ void GamePiecesAppMenu::drawSelectedPiecesRow(float yPos) const {
xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
}
else {
this->placeText(text, {}, "ERROR_UNSUPPORTED", xProgress, yPos, {});
this->placeText(text, {}, "UNLOADED_" + std::to_string(pieceSize), xProgress, yPos, {});
xProgress += (1.f + (text.getGlobalBounds().size.x / this->settings->getWindowSizeMultiplier()));
}
}

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@@ -10,12 +10,13 @@
InfoAppMenu::InfoAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
AppMenu(menuStack, settings, renderWindow),
playerCursor({4}),
playerCursor({INFO_SECTIONS_COUNT}),
sectionsName(
"< ABOUT >",
"< PIECES TYPES >",
"< 0 DEGREES ROTATIONS >",
"< ROTATION SYSTEM >",
"< SCORING >",
"< 0 DEGREES ROTATIONS >"
"< SCORING >"
),
sectionsContent(
"This game is written in C++,\n"
@@ -27,6 +28,25 @@ InfoAppMenu::InfoAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<S
"to them in any ways.\n"
"Current version: beta.",
"There is multiple pieces type in\n"
"the selection screen. Use theses\n"
"categories for size of at least 7.\n"
"Convex, Holeless and Others are\n"
"all mutually exclusive.\n"
"Others have holes inside them, and\n"
"Convex are presumably easier to\n"
"play with than Holeless.",
"This games introduces 0 degrees\n"
"rotations, which work by simpling\n"
"moving the piece down and kicking\n"
"it as is, allowing for new kinds\n"
"of kicks.\n"
"As a leniency mechanic, when a\n"
"piece spawns it will automatically\n"
"try a 0 degrees rotations if it\n"
"spawned inside a wall.",
"This game uses its own\n"
"Rotation Sytem, called AutoRS.\n"
"The rotation center is always the\n"
@@ -46,25 +66,48 @@ InfoAppMenu::InfoAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<S
"and doubles the score gained.\n"
"A spin is detected when the piece is\n"
"locked in place, a mini-spin simply\n"
"when the last move was a kick.",
"when the last move was a kick."
),
sectionNameText(this->createText()),
sectionContentText(this->createText()),
renderTexture(this->renderWindow->getSize()),
sprite(this->renderTexture.getTexture()) {
"This games introduces 0 degrees\n"
"rotations, which work by simpling\n"
"moving the piece down and kicking\n"
"it as is, allowing for new kinds\n"
"of kicks.\n"
"As a leniency mechanic, when a\n"
"piece spawns it will automatically\n"
"try a 0 degrees rotations if it\n"
"spawned inside a wall."
) {
this->setTextOutline(this->sectionNameText, true);
this->sectionContentText.setLineSpacing((float) this->settings->getWindowSizeMultiplier() / 8);
this->sectionNameText.setString(this->sectionsName[this->playerCursor.getPosition().x]);
this->setTitlePosition(this->sectionNameText, 10.f);
this->sectionContentText.setString(this->sectionsContent[this->playerCursor.getPosition().x]);
this->setTextPosition(this->sectionContentText, 5.f, 30.f);
this->renderTexture.clear(sf::Color(200, 200, 200));
this->renderTexture.draw(this->sectionNameText);
this->renderTexture.draw(this->sectionContentText);
this->renderTexture.display();
this->sprite.setTexture(this->renderTexture.getTexture());
}
void InfoAppMenu::computeFrame() {
this->updateMetaBinds();
this->playerCursor.updatePosition();
if (this->playerCursor.movedLeft() || this->playerCursor.movedRight()) {
this->sectionNameText.setString(this->sectionsName[this->playerCursor.getPosition().x]);
this->setTitlePosition(this->sectionNameText, 10.f);
this->sectionContentText.setString(this->sectionsContent[this->playerCursor.getPosition().x]);
this->setTextPosition(this->sectionContentText, 5.f, 30.f);
this->renderTexture.clear(sf::Color(200, 200, 200));
this->renderTexture.draw(this->sectionNameText);
this->renderTexture.draw(this->sectionContentText);
this->renderTexture.display();
this->sprite.setTexture(this->renderTexture.getTexture());
}
if (this->escReleased) {
this->menuStack->pop();
}
@@ -73,15 +116,7 @@ void InfoAppMenu::computeFrame() {
void InfoAppMenu::drawFrame() const {
this->renderWindow->clear(sf::Color(200, 200, 200));
sf::Text text(this->pressStartFont, "", this->settings->getWindowSizeMultiplier() * 2);
text.setFillColor(sf::Color(0, 0, 0));
text.setOutlineColor(sf::Color(255, 255, 255));
this->renderWindow->draw(sprite);
this->placeTitle(text, this->playerCursor, this->sectionsName[this->playerCursor.getPosition().x], 10.f, this->playerCursor.getPosition());
text.setLineSpacing((float) this->settings->getWindowSizeMultiplier() / 8);
text.setOutlineThickness(0);
this->placeText(text, {}, this->sectionsContent[this->playerCursor.getPosition().x], 5.f, 30.f, {});
this->renderWindow->display();
}

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@@ -7,12 +7,18 @@
#include <memory>
#include <SFML/Graphics.hpp>
static const int INFO_SECTIONS_COUNT = 5;
class InfoAppMenu : public AppMenu {
private:
PlayerCursor playerCursor;
sf::String sectionsName[4];
sf::String sectionsContent[4];
sf::String sectionsName[INFO_SECTIONS_COUNT];
sf::String sectionsContent[INFO_SECTIONS_COUNT];
sf::Text sectionNameText;
sf::Text sectionContentText;
sf::RenderTexture renderTexture;
sf::Sprite sprite;
public:
InfoAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);

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@@ -12,9 +12,9 @@
StartUpAppMenu::StartUpAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
AppMenu(menuStack, settings, renderWindow),
playerCursor({GENERATED_PIECES_SIZE + 1}) {
playerCursor({MAXIMUM_PIECES_SIZE + 1}) {
this->playerCursor.goToPosition({(unsigned int) std::clamp(this->settings->getMaximumPiecesSize(), MINIMUM_PIECES_SIZE, GENERATED_PIECES_SIZE), 0u});
this->playerCursor.goToPosition({(unsigned int) std::clamp(this->settings->getMaximumPiecesSize(), MINIMUM_PIECES_SIZE, MAXIMUM_PIECES_SIZE), 0u});
}
void StartUpAppMenu::computeFrame() {
@@ -23,7 +23,7 @@ void StartUpAppMenu::computeFrame() {
if (this->playerCursor.getPosition().x < MINIMUM_PIECES_SIZE) {
if (this->playerCursor.movedLeft()) {
this->playerCursor.goToPosition({GENERATED_PIECES_SIZE, 0});
this->playerCursor.goToPosition({MAXIMUM_PIECES_SIZE, 0});
}
else {
this->playerCursor.goToPosition({MINIMUM_PIECES_SIZE, 0});

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@@ -42,6 +42,13 @@ void PlayerCursor::updatePosition() {
}
}
bool PlayerCursor::moved() const {
return (this->movedLeft()
|| this->movedRight()
|| this->movedUp()
|| this->movedDown());
}
bool PlayerCursor::movedLeft() const {
return this->shouldMove(this->leftDAS);
}
@@ -115,7 +122,7 @@ const sf::Vector2u& PlayerCursor::getPosition() const {
bool PlayerCursor::shouldMove(int DAS) const {
return (DAS == 1
|| (DAS > MENU_DAS && (DAS % 5) == 0)
|| (DAS > (FRAMES_PER_SECOND * 2)));
|| (DAS > (MENU_DAS * 4)));
}
void PlayerCursor::moveLeft() {

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@@ -18,6 +18,8 @@ class PlayerCursor {
void updatePosition();
bool moved() const;
bool movedLeft() const;
bool movedRight() const;

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@@ -31,8 +31,8 @@ void Settings::loadPieces(int maximumPiecesSizeRequest) {
if (maximumPiecesSizeRequest < MINIMUM_PIECES_SIZE) {
maximumPiecesSizeRequest = MINIMUM_PIECES_SIZE;
}
else if (maximumPiecesSizeRequest > GENERATED_PIECES_SIZE || maximumPiecesSizeRequest > MAXIMUM_PIECES_SIZE) {
maximumPiecesSizeRequest = GENERATED_PIECES_SIZE;
else if (maximumPiecesSizeRequest > MAXIMUM_PIECES_SIZE) {
maximumPiecesSizeRequest = MAXIMUM_PIECES_SIZE;
}
bool succeeded = true;

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@@ -13,14 +13,14 @@ static const int CURRENT_FILE_FORMAT_VERSION = 11;
static const int MAXIMUM_BOARD_WIDTH = 40;
static const int MAXIMUM_BOARD_HEIGHT = 40;
static const int MINIMUM_PIECES_SIZE = 4;
static const int MAXIMUM_PIECES_SIZE = 15;
static const int RELEASE_PIECES_SIZE = 15;
static const int DEBUG_PIECES_SIZE = 10;
#define __JMINOS_RELEASE__
#ifdef __JMINOS_RELEASE__
static const int GENERATED_PIECES_SIZE = 15;
static const int MINIMUM_PIECES_SIZE = 4;
#ifdef NDEBUG
static const int MAXIMUM_PIECES_SIZE = RELEASE_PIECES_SIZE;
#else
static const int GENERATED_PIECES_SIZE = 10;
static const int MAXIMUM_PIECES_SIZE = DEBUG_PIECES_SIZE;
#endif
static const std::pair<PiecesType, int> DEFAULT_SELECTION = {ALL_PIECES, MINIMUM_PIECES_SIZE};

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@@ -13,15 +13,32 @@ int main() {
std::srand(std::time(NULL));
PiecesFiles pf;
for (int i = 1; i <= GENERATED_PIECES_SIZE; i++) {
for (int i = 1; i <= MAXIMUM_PIECES_SIZE; i++) {
if (!std::filesystem::exists("data/pieces/" + std::to_string(i) + "minos.bin")) {
std::cout << "pieces files for size " << i << " not found, generating..." << std::endl;
#ifdef NDEBUG
std::cout << "IMPORTANT: You are currently in release mode, if you do not wish to generate big pieces (can take several minutes), type 'xmake f -m debug'." << std::endl;
#endif
std::cout << "INFO: Pieces files for size " << i << " not found, generating..." << std::endl;
pf.savePieces(i);
}
}
#ifndef NDEBUG
std::cout << "IMPORTANT: you are currently in debug mode, if you wish to use bigger pieces, type 'xmake f -m release'." << std::endl;
bool everythingGenerated = true;
for (int i = DEBUG_PIECES_SIZE; i <= RELEASE_PIECES_SIZE; i++) {
if (!std::filesystem::exists("data/pieces/" + std::to_string(i) + "minos.bin")) {
everythingGenerated = false;
}
}
if (!everythingGenerated) {
std::cout << "NOTE : you do not have all pieces generated, generating can take several minutes." << std::endl;
}
#endif
if (!std::filesystem::exists("data/config/settings.bin")) {
std::cout << "settings file not found, generating..." << std::endl;
std::cout << "INFO: Settings file not found, generating..." << std::endl;
resetSettingsFile();
}
else {
@@ -30,7 +47,7 @@ int main() {
settingsFile.get(byte);
if ((unsigned char) byte < CURRENT_FILE_FORMAT_VERSION) {
std::cout << "files format changed, regenerating..." << std::endl;
std::cout << "INFO: Files format changed, regenerating..." << std::endl;
resetSettingsFile();
for (int i = 0; i < NUMBER_OF_KEYBINDS; i++) {
resetKeybindFile(i);
@@ -40,7 +57,7 @@ int main() {
for (int i = 0; i < NUMBER_OF_KEYBINDS; i++) {
if (!std::filesystem::exists("data/config/keybinds/layout" + std::to_string(i) + ".bin")) {
std::cout << "keybind file n°" << (i + 1) << "/" << NUMBER_OF_KEYBINDS << " not found, generating..." << std::endl;
std::cout << "INFO: Keybind file n°" << (i + 1) << "/" << NUMBER_OF_KEYBINDS << " not found, generating..." << std::endl;
resetKeybindFile(i);
}
}