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23 Commits
v0.1
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321271b748
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -11,6 +11,9 @@ build/
|
||||
# personnal documentation
|
||||
doc/*.txt
|
||||
doc/*.violet.html
|
||||
doc/mockups/*
|
||||
|
||||
# pieces files
|
||||
data/pieces/*.bin
|
||||
data/config/*.bin
|
||||
data/config/keybinds/*.bin
|
||||
|
||||
10
.vscode/c_cpp_properties.json
vendored
Normal file
10
.vscode/c_cpp_properties.json
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "jminos",
|
||||
"cppStandard": "c++20",
|
||||
"compileCommands": ".vscode/compile_commands.json"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
29
README.md
Normal file
29
README.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# jminos
|
||||
|
||||
Modern stacker game with every polyominos from size 1 to 15, made in C++ with [SFML 3](https://www.sfml-dev.org/)!
|
||||
|
||||
## Manual build and run
|
||||
|
||||
This project uses xmake for compiling.
|
||||
To be able to build it, you need to [install xmake](https://xmake.io) and have a compiler with c++20 compatibility, xmake will install SFML for you.
|
||||
|
||||
### Build the project
|
||||
|
||||
``cd jminos``
|
||||
|
||||
``xmake``
|
||||
|
||||
If you need to change the toolchain (for example using gcc):
|
||||
``xmake f --toolchain=gcc``
|
||||
|
||||
### Run the project
|
||||
|
||||
``xmake run``
|
||||
Note that the program will generate the polyomino files for you. This can be quite long so it only does it up to size 10.
|
||||
|
||||
If for some reasons you wanna run the command line version:
|
||||
``xmake run text``
|
||||
|
||||
## Credits
|
||||
|
||||
Font used: [Press Start](https://www.zone38.net/font/#pressstart).
|
||||
0
data/config/.gitkeep
Normal file
0
data/config/.gitkeep
Normal file
0
data/config/keybinds/.gitkeep
Normal file
0
data/config/keybinds/.gitkeep
Normal file
17
data/fonts/pressstart/license.txt
Normal file
17
data/fonts/pressstart/license.txt
Normal file
@@ -0,0 +1,17 @@
|
||||
Thanks for downloading one of codeman38's retro video game fonts, as seen on Memepool, BoingBoing, and all around the blogosphere.
|
||||
|
||||
So, you're wondering what the license is for these fonts? Pretty simple; it's based upon that used for Bitstream's Vera font set <http://www.gnome.org/fonts/>.
|
||||
|
||||
Basically, here are the key points summarized, in as little legalese as possible; I hate reading license agreements as much as you probably do:
|
||||
|
||||
With one specific exception, you have full permission to bundle these fonts in your own free or commercial projects-- and by projects, I'm referring to not just software but also electronic documents and print publications.
|
||||
|
||||
So what's the exception? Simple: you can't re-sell these fonts in a commercial font collection. I've seen too many font CDs for sale in stores that are just a repackaging of thousands of freeware fonts found on the internet, and in my mind, that's quite a bit like highway robbery. Note that this *only* applies to products that are font collections in and of themselves; you may freely bundle these fonts with an operating system, application program, or the like.
|
||||
|
||||
Feel free to modify these fonts and even to release the modified versions, as long as you change the original font names (to ensure consistency among people with the font installed) and as long as you give credit somewhere in the font file to codeman38 or zone38.net. I may even incorporate these changes into a later version of my fonts if you wish to send me the modifed fonts via e-mail.
|
||||
|
||||
Also, feel free to mirror these fonts on your own site, as long as you make it reasonably clear that these fonts are not your own work. I'm not asking for much; linking to zone38.net or even just mentioning the nickname codeman38 should be enough.
|
||||
|
||||
Well, that pretty much sums it up... so without further ado, install and enjoy these fonts from the golden age of video games.
|
||||
|
||||
[ codeman38 | cody@zone38.net | http://www.zone38.net/ ]
|
||||
BIN
data/fonts/pressstart/prstart.ttf
Normal file
BIN
data/fonts/pressstart/prstart.ttf
Normal file
Binary file not shown.
BIN
data/fonts/pressstart/prstartk.ttf
Normal file
BIN
data/fonts/pressstart/prstartk.ttf
Normal file
Binary file not shown.
@@ -1,6 +1,6 @@
|
||||
# Pieces storage
|
||||
# Files format
|
||||
|
||||
## What is stored
|
||||
## Pieces
|
||||
|
||||
If you don't know what a polyomino is, check [this other file](Pieces_representation.md#what-are-polyominoes).
|
||||
|
||||
@@ -8,8 +8,6 @@ Generating polyominoes of size n is exponential in regard to n. Because of this,
|
||||
|
||||
We want the pieces to be always sorted in the same order, always attributed the same block type, and always set at the same spawn position, no matter how they were generated. We also want them to be separated in 3 categories : convex, not convex but without a hole, and with a hole. Theses problematics are already resolved internally, but will be calculated before storage as to not need extra calculcations upon load (except for the block type which is trivially computed).
|
||||
|
||||
## How is it stored
|
||||
|
||||
Pieces are stored in binary files. Each file simply contains every polyomino of one size, one after the other. Since each file contains all polyominoes of the same size, we know how much stuff to read and don't need delimiters. We know we've read all pieces simply when we reach the end of file character.
|
||||
|
||||
Each piece is stored as follows:
|
||||
@@ -18,3 +16,33 @@ Each piece is stored as follows:
|
||||
|
||||
The current implementation only allows to generate polyominoes up to size 16, but can be upgraded by storing coordinates on 8 bits instead of 4.
|
||||
It has been currently choosen to use pieces only up to size 15 for this game.
|
||||
|
||||
## Config
|
||||
|
||||
When compiling a release version, default files will be used, theses will then be impacted by the user and used for their next sessions.
|
||||
|
||||
### Keybinds
|
||||
|
||||
The games has 4 keyboard configs by default that never changes, and a modifiable 5th one, but theses are all stored the same.
|
||||
|
||||
Each keybinds files has the the following format:
|
||||
|
||||
- The number of the action (converted from an Enum), stored with 1 byte
|
||||
- The number of each binded keys (also converted from an Enum), stored with 1 byte
|
||||
- A separator characters which is 0xFF
|
||||
|
||||
_Repeat for every avaible actions._
|
||||
|
||||
### Settings
|
||||
|
||||
The settings file has the following format:
|
||||
|
||||
- The number of the chosen keybinds (from 0 to 4), stored with 1 byte
|
||||
- The window size mode, stored with 1 byte
|
||||
- The master volume, stored with 1 byte
|
||||
- The number of the last selected gamemode (converted from an Enum), stored with 1 byte
|
||||
- The last selected width of the board, stored with 1 byte
|
||||
- The last selected height of the board, stored with 1 byte
|
||||
- The uniformity mode (0 for default distribution, 1 for uniformous distribution, 2 for custom distribution), stored with 1 byte
|
||||
- If custom distribution is set, store the proportion of each size (15x1 byte total)
|
||||
- Every selected pieces, using 1 byte for the type of selection (once again converted from an Enum) and 1 byte for the actual value
|
||||
@@ -7,7 +7,6 @@ We will only talk about pieces and not polyominoes. In this project, pieces are
|
||||
|
||||
Each frame, the UI will translate the user's input into a series of action to apply to the game. The list of action is the following:
|
||||
|
||||
- Quit the game
|
||||
- Pause
|
||||
- Retry
|
||||
- Hold
|
||||
@@ -26,6 +25,8 @@ Then the rest of actions will be tested in the list's order.
|
||||
Finally, gravity and lock delay are applied last.
|
||||
Moving and soft dropping can be held but hard dropping, holding and rotating needs to be released and pressed again to happen.
|
||||
|
||||
Menu navigation is managed by the UI and uses static keybinds to prevent the user from softlocking themselves.
|
||||
|
||||
## ARR and DAS
|
||||
|
||||
The sidewise movement of the piece is defined by two parameters: DAS and ARR.
|
||||
@@ -76,8 +77,9 @@ Since this game uses polyomino of high sizes which are very unplayable, we will
|
||||
5. Do the same as step 4 but now we move the piece one line up every time
|
||||
6. Cancel the rotation
|
||||
|
||||
Kicking is primarly designed for rotating, but it is also applied when a piece spawns into a wall.
|
||||
0° rotations will first try to move the piece one position down, and if it can't try kicking the piece, only registering a kick if the piece couldn't move down.
|
||||
_Note: at step 3, the direction which is checked first is actually the last movement done by the player._
|
||||
Kicking is primarly designed for rotating, but there is also a 0° rotation applied when a piece spawns into a wall.
|
||||
0° rotations will first try to move the piece one position down, and if it can't, try kicking the piece, only registering a kick if the piece couldn't move down.
|
||||
|
||||
## Detecting spins
|
||||
|
||||
|
||||
@@ -4,10 +4,9 @@
|
||||
|
||||
|
||||
/**
|
||||
* The list of actions that can be taken by the player
|
||||
* The list of in-game actions that can be taken by the player
|
||||
*/
|
||||
enum Action {
|
||||
QUIT,
|
||||
PAUSE,
|
||||
RETRY,
|
||||
HOLD,
|
||||
@@ -22,8 +21,20 @@ enum Action {
|
||||
};
|
||||
|
||||
|
||||
static const std::string ACTION_NAMES[] = { // name for each action
|
||||
"Quit",
|
||||
static const Action ACTION_LIST_IN_ORDER[] = { // the list of possible actions in a sorted order
|
||||
MOVE_LEFT,
|
||||
MOVE_RIGHT,
|
||||
SOFT_DROP,
|
||||
HARD_DROP,
|
||||
ROTATE_CW,
|
||||
ROTATE_CCW,
|
||||
ROTATE_180,
|
||||
ROTATE_0,
|
||||
HOLD,
|
||||
PAUSE,
|
||||
RETRY
|
||||
};
|
||||
static const std::string ACTION_NAMES[] = { // name representation for each actions
|
||||
"Pause",
|
||||
"Retry",
|
||||
"Hold",
|
||||
|
||||
@@ -55,6 +55,8 @@ void Game::initialize() {
|
||||
void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
if (this->lost || this->hasWon()) return;
|
||||
|
||||
bool pieceJustLocked = false;
|
||||
|
||||
if (this->started) {
|
||||
bool AREJustEnded = (this->leftARETime == 1);
|
||||
if (this->leftARETime > 0) {
|
||||
@@ -84,13 +86,14 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
|
||||
if (this->lost) {
|
||||
if (initialRotation == NONE) {
|
||||
this->lost = (!this->board.rotate(initialRotation));
|
||||
this->board.rotate(NONE);
|
||||
this->lost = this->board.activePieceInWall();
|
||||
if (this->lost) {
|
||||
this->framesPassed++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this->lost) {
|
||||
this->framesPassed++;
|
||||
return;
|
||||
}
|
||||
|
||||
/* HOLD */
|
||||
if (playerActions.contains(HOLD) && (!this->heldActions.contains(HOLD))) {
|
||||
@@ -158,6 +161,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
this->score += HARD_DROP_SCORE;
|
||||
}
|
||||
this->lockPiece();
|
||||
pieceJustLocked = true;
|
||||
}
|
||||
// no need to apply gravity and lock delay if the piece was hard dropped
|
||||
else {
|
||||
@@ -187,6 +191,7 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
|
||||
if ((this->totalLockDelay > this->parameters.getLockDelay()) || (this->totalForcedLockDelay > this->parameters.getForcedLockDelay())) {
|
||||
this->lockPiece();
|
||||
pieceJustLocked = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -201,11 +206,11 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
}
|
||||
}
|
||||
|
||||
this->heldActions = playerActions;
|
||||
|
||||
if ((!this->started) || this->leftARETime > 0) {
|
||||
for (Action action : playerActions) {
|
||||
this->initialActions.insert(action);
|
||||
if ((!pieceJustLocked) && (!heldActions.contains(action))) {
|
||||
this->initialActions.insert(action);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->heldDAS >= 0) {
|
||||
@@ -219,6 +224,8 @@ void Game::nextFrame(const std::set<Action>& playerActions) {
|
||||
else this->heldDAS = 0;
|
||||
}
|
||||
}
|
||||
|
||||
this->heldActions = playerActions;
|
||||
}
|
||||
|
||||
void Game::resetPiece(bool newPiece) {
|
||||
@@ -302,6 +309,11 @@ void Game::lockPiece() {
|
||||
if (this->leftARETime == 0) {
|
||||
this->lost = this->board.spawnNextPiece();
|
||||
this->resetPiece(true);
|
||||
|
||||
if (this->lost) {
|
||||
this->board.rotate(NONE);
|
||||
this->lost = this->board.activePieceInWall();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -334,12 +346,16 @@ bool Game::isOnB2BChain() const {
|
||||
return this->B2BChain;
|
||||
}
|
||||
|
||||
bool Game::areBlocksBones() const {
|
||||
return this->parameters.getBoneBlocks();
|
||||
float Game::getLockDelayProgression() const {
|
||||
return (float) this->totalLockDelay / this->parameters.getLockDelay();
|
||||
}
|
||||
|
||||
Position Game::ghostPiecePosition() const {
|
||||
return this->board.lowestPosition();
|
||||
float Game::getForcedLockDelayProgression() const {
|
||||
return (float) this->totalForcedLockDelay / this->parameters.getForcedLockDelay();
|
||||
}
|
||||
|
||||
bool Game::areBlocksBones() const {
|
||||
return this->parameters.getBoneBlocks();
|
||||
}
|
||||
|
||||
const Board& Game::getBoard() const {
|
||||
@@ -354,6 +370,10 @@ const Position& Game::getActivePiecePosition() const {
|
||||
return this->board.getActivePiecePosition();
|
||||
}
|
||||
|
||||
Position Game::getGhostPiecePosition() const {
|
||||
return this->board.lowestPosition();
|
||||
}
|
||||
|
||||
const std::shared_ptr<Piece>& Game::getHeldPiece() const {
|
||||
return this->board.getHeldPiece();
|
||||
}
|
||||
|
||||
@@ -116,16 +116,21 @@ class Game {
|
||||
*/
|
||||
bool isOnB2BChain() const;
|
||||
|
||||
/**
|
||||
* @return How close the active piece's lock delay is to the maximum allowed, betwwen 0 and 1
|
||||
*/
|
||||
float getLockDelayProgression() const;
|
||||
|
||||
/**
|
||||
* @return How close the active piece's forced lock delay is to the maximum allowed, betwwen 0 and 1
|
||||
*/
|
||||
float getForcedLockDelayProgression() const;
|
||||
|
||||
/**
|
||||
* @return If all blocks are currently bone blocks
|
||||
*/
|
||||
bool areBlocksBones() const;
|
||||
|
||||
/**
|
||||
* @return The position of the ghost piece
|
||||
*/
|
||||
Position ghostPiecePosition() const;
|
||||
|
||||
/**
|
||||
* @return The board
|
||||
*/
|
||||
@@ -141,6 +146,11 @@ class Game {
|
||||
*/
|
||||
const Position& getActivePiecePosition() const;
|
||||
|
||||
/**
|
||||
* @return The position of the ghost piece
|
||||
*/
|
||||
Position getGhostPiecePosition() const;
|
||||
|
||||
/**
|
||||
* @return A pointer to the held piece, can be null
|
||||
*/
|
||||
|
||||
@@ -36,9 +36,12 @@ void GameBoard::initialize() {
|
||||
this->activePiece = nullptr;
|
||||
this->heldPiece = nullptr;
|
||||
this->isLastMoveKick = false;
|
||||
this->movedLeftLast = false;
|
||||
}
|
||||
|
||||
bool GameBoard::moveLeft() {
|
||||
this->movedLeftLast = true;
|
||||
|
||||
if (this->activePieceInWall(Position{-1, 0})) {
|
||||
return false;
|
||||
}
|
||||
@@ -50,6 +53,8 @@ bool GameBoard::moveLeft() {
|
||||
}
|
||||
|
||||
bool GameBoard::moveRight() {
|
||||
this->movedLeftLast = false;
|
||||
|
||||
if (this->activePieceInWall(Position{1, 0})) {
|
||||
return false;
|
||||
}
|
||||
@@ -137,30 +142,21 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePos
|
||||
bool overlapsRight = true;
|
||||
int i = (j == 0) ? 1 : 0;
|
||||
do {
|
||||
// check right before left arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
|
||||
if (overlapsRight) {
|
||||
Position shift{+i, j};
|
||||
if (!this->activePieceOverlaps(safePositions, shift)) {
|
||||
overlapsLeft = false;
|
||||
// we first check the side to which the player moved last
|
||||
if (movedLeftLast) {
|
||||
if (overlapsLeft) {
|
||||
if (this->tryFittingKickedPiece(safePositions, Position({-i, j}), overlapsLeft)) return true;
|
||||
}
|
||||
else {
|
||||
if (!this->activePieceInWall(shift)) {
|
||||
this->activePiecePosition += shift;
|
||||
return true;
|
||||
}
|
||||
if (overlapsRight) {
|
||||
if (this->tryFittingKickedPiece(safePositions, Position({+i, j}), overlapsRight)) return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (overlapsLeft) {
|
||||
Position shift{-i, j};
|
||||
if (!this->activePieceOverlaps(safePositions, shift)) {
|
||||
overlapsLeft = false;
|
||||
else {
|
||||
if (overlapsRight) {
|
||||
if (this->tryFittingKickedPiece(safePositions, Position({+i, j}), overlapsRight)) return true;
|
||||
}
|
||||
else {
|
||||
if (!this->activePieceInWall(shift)) {
|
||||
this->activePiecePosition += shift;
|
||||
return true;
|
||||
}
|
||||
if (overlapsLeft) {
|
||||
if (this->tryFittingKickedPiece(safePositions, Position({-i, j}), overlapsLeft)) return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -177,6 +173,26 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePos
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::tryFittingKickedPiece(const std::set<Position>& safePositions, const Position& shift, bool& overlaps) {
|
||||
if (!this->activePieceOverlaps(safePositions, shift)) {
|
||||
overlaps = false;
|
||||
}
|
||||
else {
|
||||
if (!this->activePieceInWall(shift)) {
|
||||
this->activePiecePosition += shift;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::activePieceOverlaps(const std::set<Position>& safePositions, const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (safePositions.contains(position + this->activePiecePosition + shift)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::hold(Rotation initialRotation) {
|
||||
std::swap(this->activePiece, this->heldPiece);
|
||||
|
||||
@@ -236,6 +252,13 @@ bool GameBoard::spawnNextPiece() {
|
||||
return this->activePieceInWall();
|
||||
}
|
||||
|
||||
bool GameBoard::activePieceInWall(const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (this->board.getBlock(position + this->activePiecePosition + shift) != NOTHING) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::touchesGround() const {
|
||||
return this->activePieceInWall(Position{0, -1});
|
||||
}
|
||||
@@ -257,6 +280,8 @@ LineClear GameBoard::lockPiece() {
|
||||
this->board.changeBlock(position + this->activePiecePosition, this->activePiece->getBlockType());
|
||||
}
|
||||
|
||||
this->activePiece = nullptr;
|
||||
|
||||
return LineClear{this->board.clearRows(), isLockedInPlace, (!isLockedInPlace) && this->isLastMoveKick};
|
||||
}
|
||||
|
||||
@@ -291,20 +316,6 @@ const std::vector<Piece>& GameBoard::getNextPieces() const {
|
||||
return this->nextQueue;
|
||||
}
|
||||
|
||||
bool GameBoard::activePieceInWall(const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (this->board.getBlock(position + this->activePiecePosition + shift) != NOTHING) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameBoard::activePieceOverlaps(const std::set<Position>& safePositions, const Position& shift) const {
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
if (safePositions.contains(position + this->activePiecePosition + shift)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameBoard::goToSpawnPosition() {
|
||||
int lowestPosition = this->activePiece->getLength() - 1;
|
||||
for (Position position : this->activePiece->getPositions()) {
|
||||
|
||||
@@ -22,6 +22,7 @@ class GameBoard {
|
||||
int nextQueueLength; // the number of next pieces seeable at a time
|
||||
std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
|
||||
bool isLastMoveKick; // wheter the last action the piece did was kicking
|
||||
bool movedLeftLast; // wheter the last sideway movement was a left one
|
||||
|
||||
public:
|
||||
/**
|
||||
@@ -72,6 +73,18 @@ class GameBoard {
|
||||
*/
|
||||
bool tryKicking(bool testingBottom, const std::set<Position>& safePositions);
|
||||
|
||||
/**
|
||||
* Tries fitting the kicked active piece at the specified position
|
||||
* @return If it suceeded
|
||||
*/
|
||||
bool tryFittingKickedPiece(const std::set<Position>& safePositions, const Position& shift, bool& overlaps);
|
||||
|
||||
/**
|
||||
* Check if one of the active piece's positions shifted by a specified position would overlap with a set of positions
|
||||
* @return If the shifted active piece overlaps with one of the position
|
||||
*/
|
||||
bool activePieceOverlaps(const std::set<Position>& safePositions, const Position& shift = Position{0, 0}) const;
|
||||
|
||||
public:
|
||||
/**
|
||||
* 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
|
||||
@@ -85,6 +98,12 @@ class GameBoard {
|
||||
*/
|
||||
bool spawnNextPiece();
|
||||
|
||||
/**
|
||||
* Checks if one of the active piece's positions touches a wall in the board
|
||||
* @return If the active piece is in a wall
|
||||
*/
|
||||
bool activePieceInWall(const Position& shift = Position{0, 0}) const;
|
||||
|
||||
/**
|
||||
* Checks is the active piece as a wall directly below one of its position
|
||||
* @return If it touches a ground
|
||||
@@ -134,18 +153,6 @@ class GameBoard {
|
||||
const std::vector<Piece>& getNextPieces() const;
|
||||
|
||||
private:
|
||||
/**
|
||||
* Checks if one of the active piece's positions touches a wall in the board
|
||||
* @return If the active piece spawned in a wall
|
||||
*/
|
||||
bool activePieceInWall(const Position& shift = Position{0, 0}) const;
|
||||
|
||||
/**
|
||||
* Check if one of the active piece's positions shifted by a specified position would overlap with a set of positions
|
||||
* @return If the shifted active piece overlaps with one of the position
|
||||
*/
|
||||
bool activePieceOverlaps(const std::set<Position>& safePositions, const Position& shift = Position{0, 0}) const;
|
||||
|
||||
/**
|
||||
* Sets the active piece to its spawn position
|
||||
*/
|
||||
|
||||
@@ -38,7 +38,7 @@ void GameParameters::clearLines(int lineNumber) {
|
||||
|
||||
// level increments every 10 lines, stats only changes on level up
|
||||
if (previousLines / 10 < this->clearedLines / 10) {
|
||||
this->level = this->clearedLines / 10;
|
||||
this->level += (this->clearedLines / 10 - previousLines / 10);
|
||||
this->updateStats();
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
|
||||
#include <memory>
|
||||
|
||||
static const int DEFAULT_BOARD_WIDTH = 10; // the default width of the board when starting the menu
|
||||
static const int DEFAULT_BOARD_HEIGHT = 20; // the default height of the board when starting the menu
|
||||
|
||||
|
||||
Menu::Menu() {
|
||||
this->piecesList = std::make_shared<PiecesList>(PiecesList());
|
||||
|
||||
@@ -4,9 +4,7 @@
|
||||
#include "Player.h"
|
||||
#include "Game.h"
|
||||
|
||||
static const int FRAMES_PER_SECOND = 60; // the number of frames per second, all the values in the app were choosen with this number in mind
|
||||
static const int DEFAULT_BOARD_WIDTH = 10; // the default width of the board when starting the menu
|
||||
static const int DEFAULT_BOARD_HEIGHT = 20; // the default height of the board when starting the menu
|
||||
static const int FRAMES_PER_SECOND = 60; // the number of frames per second, all the values in the app were choosen with this number in mind
|
||||
|
||||
|
||||
/**
|
||||
|
||||
63
src/GraphicalUI/AppMenus/AppMenu.h
Normal file
63
src/GraphicalUI/AppMenus/AppMenu.h
Normal file
@@ -0,0 +1,63 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Settings.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
class AppMenu;
|
||||
using MenuStack = std::stack<std::shared_ptr<AppMenu>>;
|
||||
|
||||
|
||||
class AppMenu {
|
||||
protected:
|
||||
std::shared_ptr<MenuStack> menuStack;
|
||||
std::shared_ptr<Settings> settings;
|
||||
std::shared_ptr<sf::RenderWindow> renderWindow;
|
||||
bool enterPressed = false;
|
||||
bool enterReleased = false;
|
||||
bool escPressed = false;
|
||||
bool escReleased = false;
|
||||
|
||||
public:
|
||||
AppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
|
||||
menuStack(menuStack),
|
||||
settings(settings),
|
||||
renderWindow(renderWindow)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void updateMetaBinds() {
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Enter)) {
|
||||
enterPressed = true;
|
||||
enterReleased = false;
|
||||
}
|
||||
else {
|
||||
enterReleased = enterPressed;
|
||||
enterPressed = false;
|
||||
}
|
||||
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape)) {
|
||||
escPressed = true;
|
||||
escReleased = false;
|
||||
}
|
||||
else {
|
||||
escReleased = escPressed;
|
||||
escPressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void computeFrame() = 0;
|
||||
|
||||
virtual void drawFrame() const = 0;
|
||||
};
|
||||
|
||||
|
||||
inline void changeVideoMode(sf::RenderWindow& window, const sf::VideoMode& videoMode) {
|
||||
window.create(videoMode, "jminos", sf::Style::Close | sf::Style::Titlebar);
|
||||
sf::Vector2u desktopSize = sf::VideoMode::getDesktopMode().size;
|
||||
sf::Vector2u windowSize = window.getSize();
|
||||
window.setPosition(sf::Vector2i((desktopSize.x / 2) - (windowSize.x / 2), (desktopSize.y / 2) - (windowSize.y / 2)));
|
||||
}
|
||||
152
src/GraphicalUI/AppMenus/GamePlayingAppMenu.cpp
Normal file
152
src/GraphicalUI/AppMenus/GamePlayingAppMenu.cpp
Normal file
@@ -0,0 +1,152 @@
|
||||
#include "GamePlayingAppMenu.h"
|
||||
|
||||
#include "AppMenu.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
GamePlayingAppMenu::GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
|
||||
AppMenu(menuStack, settings, renderWindow),
|
||||
game(this->settings->getMenu().startGame(this->settings->getGamemode())) {
|
||||
|
||||
this->game.start();
|
||||
this->paused = false;
|
||||
this->pausePressed = false;
|
||||
this->retryPressed = false;
|
||||
|
||||
int maxWidthMultiplier = (this->settings->getWindowSizeMultiplier() * 40) / (this->game.getBoard().getWidth());
|
||||
int maxHeightMultiplier = (this->settings->getWindowSizeMultiplier() * 50) / (this->game.getBoard().getBaseHeight() + 10);
|
||||
this->cellSizeZoom = std::min(maxWidthMultiplier, maxHeightMultiplier);
|
||||
|
||||
float boardWidth = this->game.getBoard().getWidth() * this->cellSizeZoom;
|
||||
float boardHeight = (this->game.getBoard().getBaseHeight() + 10) * this->cellSizeZoom;
|
||||
this->boardPosition = sf::Rect<float>(sf::Vector2f((this->settings->getWindowSizeMultiplier() * 40) - (boardWidth / 2),
|
||||
(this->settings->getWindowSizeMultiplier() * 25) - (boardHeight / 2)),
|
||||
sf::Vector2f(boardWidth, boardHeight));
|
||||
}
|
||||
|
||||
void GamePlayingAppMenu::computeFrame() {
|
||||
this->updateMetaBinds();
|
||||
|
||||
if (this->escReleased) {
|
||||
this->menuStack->pop();
|
||||
}
|
||||
else {
|
||||
std::set<Action> actions;
|
||||
for (Action action : ACTION_LIST_IN_ORDER) {
|
||||
for (sfKey key : this->settings->getKeybinds().getKeybinds(action)) {
|
||||
if (sf::Keyboard::isKeyPressed(key)) {
|
||||
actions.insert(action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (actions.contains(RETRY)) {
|
||||
this->retryPressed = true;
|
||||
}
|
||||
else {
|
||||
if (this->retryPressed) {
|
||||
this->game.reset();
|
||||
this->game.start();
|
||||
}
|
||||
this->retryPressed = false;
|
||||
}
|
||||
|
||||
if (actions.contains(PAUSE)) {
|
||||
this->pausePressed = true;
|
||||
}
|
||||
else {
|
||||
if (this->pausePressed) {
|
||||
this->paused = (!this->paused);
|
||||
}
|
||||
this->pausePressed = false;
|
||||
}
|
||||
|
||||
if (!paused) {
|
||||
this->game.nextFrame(actions);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GamePlayingAppMenu::drawFrame() const {
|
||||
this->renderWindow->clear(sf::Color(200, 200, 200));
|
||||
|
||||
sf::Vector2f cellSize(this->cellSizeZoom, this->cellSizeZoom);
|
||||
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});
|
||||
|
||||
sf::RectangleShape cell(cellSize);
|
||||
cell.setFillColor(this->getColorOfBlock(block, (block == NOTHING) ? 0 : -30));
|
||||
cell.setPosition(this->getBlockPosition(x, y));
|
||||
this->renderWindow->draw(cell);
|
||||
}
|
||||
}
|
||||
|
||||
if (drawActivePiece) {
|
||||
// ghost piece
|
||||
sf::Color ghostColor = this->getColorOfBlock(this->game.getActivePiece()->getBlockType(), 100);
|
||||
for (const Position& position : this->game.getActivePiece()->getPositions()) {
|
||||
Position cellPosition = (this->game.getGhostPiecePosition() + position);
|
||||
|
||||
sf::RectangleShape cell(cellSize);
|
||||
cell.setFillColor(ghostColor);
|
||||
cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
|
||||
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()) {
|
||||
Position cellPosition = (this->game.getActivePiecePosition() + position);
|
||||
|
||||
sf::RectangleShape cell(cellSize);
|
||||
cell.setOutlineThickness(pieceOutlineSize);
|
||||
cell.setOutlineColor(pieceOultlineColor);
|
||||
cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
|
||||
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()) {
|
||||
Position cellPosition = (this->game.getActivePiecePosition() + position);
|
||||
|
||||
sf::RectangleShape cell(cellSize);
|
||||
cell.setFillColor(pieceColor);
|
||||
cell.setPosition(this->getBlockPosition(cellPosition.x, cellPosition.y));
|
||||
this->renderWindow->draw(cell);
|
||||
}
|
||||
}
|
||||
|
||||
this->renderWindow->display();
|
||||
}
|
||||
|
||||
sf::Color GamePlayingAppMenu::getColorOfBlock(Block block, int luminosityShift) const {
|
||||
Color rgbColor = BLOCKS_COLOR[block];
|
||||
return sf::Color(std::clamp(rgbColor.red + luminosityShift, 0, 255),
|
||||
std::clamp(rgbColor.green + luminosityShift, 0, 255),
|
||||
std::clamp(rgbColor.blue + luminosityShift, 0, 255));
|
||||
}
|
||||
|
||||
sf::Vector2f GamePlayingAppMenu::getBlockPosition(int x, int y) const {
|
||||
return sf::Vector2f(this->boardPosition.position.x + (x * this->cellSizeZoom),
|
||||
this->boardPosition.position.y + ((this->game.getBoard().getBaseHeight() + 9 - y) * this->cellSizeZoom));
|
||||
}
|
||||
29
src/GraphicalUI/AppMenus/GamePlayingAppMenu.h
Normal file
29
src/GraphicalUI/AppMenus/GamePlayingAppMenu.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
#include "AppMenu.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class GamePlayingAppMenu : public AppMenu {
|
||||
private:
|
||||
Game game;
|
||||
bool paused;
|
||||
bool pausePressed;
|
||||
bool retryPressed;
|
||||
float cellSizeZoom;
|
||||
sf::Rect<float> boardPosition;
|
||||
|
||||
public:
|
||||
GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
|
||||
|
||||
void computeFrame() override;
|
||||
|
||||
void drawFrame() const override;
|
||||
|
||||
sf::Color getColorOfBlock(Block block, int luminosityShift) const;
|
||||
|
||||
sf::Vector2f getBlockPosition(int x, int y) const;
|
||||
};
|
||||
91
src/GraphicalUI/AppMenus/GameSettingsAppMenu.cpp
Normal file
91
src/GraphicalUI/AppMenus/GameSettingsAppMenu.cpp
Normal file
@@ -0,0 +1,91 @@
|
||||
#include "GameSettingsAppMenu.h"
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "GamePlayingAppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
GameSettingsAppMenu::GameSettingsAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
|
||||
AppMenu(menuStack, settings, renderWindow),
|
||||
playerCursor(std::vector<unsigned int>({2, 3, 1})) {
|
||||
|
||||
}
|
||||
|
||||
void GameSettingsAppMenu::computeFrame() {
|
||||
this->updateMetaBinds();
|
||||
this->playerCursor.updatePosition();
|
||||
|
||||
switch (this->playerCursor.getPosition().y) {
|
||||
case 1 : {
|
||||
switch (this->playerCursor.getPosition().x) {
|
||||
case 0 : {this->settings->setGamemode(SPRINT); break;}
|
||||
case 1 : {this->settings->setGamemode(MARATHON); break;}
|
||||
case 2 : {this->settings->setGamemode(ULTRA); break;}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2 : {
|
||||
switch (this->playerCursor.getPosition().x) {
|
||||
case 0 : {this->settings->setGamemode(MASTER); break;}
|
||||
case 1 : break; //TODO
|
||||
case 2 : break; //TODO
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->enterReleased) {
|
||||
if (this->playerCursor.getPosition().y == 0) {
|
||||
//TODO
|
||||
}
|
||||
if (this->playerCursor.getPosition().y > 0) {
|
||||
this->menuStack->push(std::make_shared<GamePlayingAppMenu>(this->menuStack, this->settings, this->renderWindow));
|
||||
}
|
||||
}
|
||||
if (this->escReleased) {
|
||||
this->menuStack->pop();
|
||||
}
|
||||
}
|
||||
|
||||
void GameSettingsAppMenu::drawFrame() const {
|
||||
this->renderWindow->clear(sf::Color(200, 200, 200));
|
||||
|
||||
|
||||
sf::Font font("data/fonts/pressstart/prstartk.ttf");
|
||||
sf::Text text(font, "", this->settings->getWindowSizeMultiplier() * 2);
|
||||
text.setFillColor(sf::Color(0, 0, 0));
|
||||
text.setOutlineColor(sf::Color(255, 255, 255));
|
||||
|
||||
text.setString("GAME SETTINGS");
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({(float) this->settings->getWindowSizeMultiplier() * 40, (float) this->settings->getWindowSizeMultiplier() * 5}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
this->placeText(text, "PIECES SELECT", 5.f, 15.f, 0, 0);
|
||||
this->placeText(text, "BOARD SELECT", 40.f, 15.f, 1, 0);
|
||||
|
||||
this->placeText(text, "SPRINT", 5.f, 25.f, 0, 1);
|
||||
this->placeText(text, "MARATHON", 25.f, 25.f, 1, 1);
|
||||
this->placeText(text, "ULTRA", 50.f, 25.f, 2, 1);
|
||||
this->placeText(text, "MASTER", 5.f, 35.f, 0, 2);
|
||||
this->placeText(text, "TODO", 25.f, 35.f, 1, 2);
|
||||
this->placeText(text, "TODO", 50.f, 35.f, 2, 2);
|
||||
|
||||
this->renderWindow->display();
|
||||
}
|
||||
|
||||
void GameSettingsAppMenu::placeText(sf::Text& text, const sf::String& string, float xPos, float yPos, unsigned int xCursorOutline, unsigned int yCursorOutline) const {
|
||||
float sizeMultiplier = this->settings->getWindowSizeMultiplier();
|
||||
|
||||
text.setString(string);
|
||||
text.setOutlineThickness((this->playerCursor.getPosition().x == xCursorOutline
|
||||
&& this->playerCursor.getPosition().y == yCursorOutline) ? (sizeMultiplier / 2) : 0);
|
||||
text.setOrigin(sf::Vector2f({0, text.getLocalBounds().size.y / 2}));
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * xPos, sizeMultiplier * yPos}));
|
||||
this->renderWindow->draw(text);
|
||||
}
|
||||
23
src/GraphicalUI/AppMenus/GameSettingsAppMenu.h
Normal file
23
src/GraphicalUI/AppMenus/GameSettingsAppMenu.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class GameSettingsAppMenu : public AppMenu {
|
||||
private:
|
||||
PlayerCursor playerCursor;
|
||||
|
||||
public:
|
||||
GameSettingsAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
|
||||
|
||||
void computeFrame() override;
|
||||
|
||||
void drawFrame() const override;
|
||||
|
||||
void placeText(sf::Text& text, const sf::String& string, float xPos, float yPos, unsigned int xCursorOutline, unsigned int yCursorOutline) const;
|
||||
};
|
||||
74
src/GraphicalUI/AppMenus/MainAppMenu.cpp
Normal file
74
src/GraphicalUI/AppMenus/MainAppMenu.cpp
Normal file
@@ -0,0 +1,74 @@
|
||||
#include "MainAppMenu.h"
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "GameSettingsAppMenu.h"
|
||||
#include "SettingsMainAppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
MainAppMenu::MainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
|
||||
AppMenu(menuStack, settings, renderWindow),
|
||||
playerCursor(std::vector<unsigned int>({1, 1, 1})) {
|
||||
|
||||
}
|
||||
|
||||
void MainAppMenu::computeFrame() {
|
||||
this->updateMetaBinds();
|
||||
this->playerCursor.updatePosition();
|
||||
|
||||
if (this->enterReleased) {
|
||||
if (this->playerCursor.getPosition().y == 0) {
|
||||
this->menuStack->push(std::make_shared<GameSettingsAppMenu>(this->menuStack, this->settings, this->renderWindow));
|
||||
}
|
||||
if (this->playerCursor.getPosition().y == 1) {
|
||||
this->menuStack->push(std::make_shared<SettingsMainAppMenu>(this->menuStack, this->settings, this->renderWindow));
|
||||
}
|
||||
if (this->playerCursor.getPosition().y == 2) {
|
||||
//TODO
|
||||
}
|
||||
}
|
||||
if (this->escReleased) {
|
||||
this->menuStack->pop();
|
||||
}
|
||||
}
|
||||
|
||||
void MainAppMenu::drawFrame() const {
|
||||
this->renderWindow->clear(sf::Color(200, 200, 200));
|
||||
|
||||
float sizeMultiplier = this->settings->getWindowSizeMultiplier();
|
||||
|
||||
sf::Font font("data/fonts/pressstart/prstartk.ttf");
|
||||
sf::Text text(font, "", this->settings->getWindowSizeMultiplier() * 2);
|
||||
text.setFillColor(sf::Color(0, 0, 0));
|
||||
text.setOutlineColor(sf::Color(255, 255, 255));
|
||||
|
||||
text.setString("JMINOS");
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * 40, sizeMultiplier * 10}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
text.setString("PLAY");
|
||||
text.setOutlineThickness((this->playerCursor.getPosition().y == 0) ? (sizeMultiplier / 2) : 0);
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * 40, sizeMultiplier * 20}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
text.setString("SETTINGS");
|
||||
text.setOutlineThickness((this->playerCursor.getPosition().y == 1) ? (sizeMultiplier / 2) : 0);
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * 40, sizeMultiplier * 30}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
text.setString("INFO");
|
||||
text.setOutlineThickness((this->playerCursor.getPosition().y == 2) ? (sizeMultiplier / 2) : 0);
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * 40, sizeMultiplier * 40}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
this->renderWindow->display();
|
||||
}
|
||||
21
src/GraphicalUI/AppMenus/MainAppMenu.h
Normal file
21
src/GraphicalUI/AppMenus/MainAppMenu.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class MainAppMenu : public AppMenu {
|
||||
private:
|
||||
PlayerCursor playerCursor;
|
||||
|
||||
public:
|
||||
MainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
|
||||
|
||||
void computeFrame() override;
|
||||
|
||||
void drawFrame() const override;
|
||||
};
|
||||
121
src/GraphicalUI/AppMenus/PlayerCursor.cpp
Normal file
121
src/GraphicalUI/AppMenus/PlayerCursor.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include "../Keybinds.h"
|
||||
#include "../Settings.h"
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
static const int MENU_DAS = FRAMES_PER_SECOND / 2;
|
||||
|
||||
|
||||
PlayerCursor::PlayerCursor(std::vector<unsigned int> rows) :
|
||||
rows(rows) {
|
||||
|
||||
this->position = sf::Vector2u({0, 0});
|
||||
this->leftDAS = 0;
|
||||
this->rightDAS = 0;
|
||||
this->upDAS = 0;
|
||||
this->downDAS = 0;
|
||||
}
|
||||
|
||||
void PlayerCursor::updatePosition() {
|
||||
(sf::Keyboard::isKeyPressed(sfKey::Left)) ? (this->leftDAS++) : (this->leftDAS = 0);
|
||||
if (this->shouldMove(this->leftDAS)) {
|
||||
this->moveLeft();
|
||||
}
|
||||
|
||||
(sf::Keyboard::isKeyPressed(sfKey::Right)) ? (this->rightDAS++) : (this->rightDAS = 0);
|
||||
if (this->shouldMove(this->rightDAS)) {
|
||||
this->moveRight();
|
||||
}
|
||||
|
||||
(sf::Keyboard::isKeyPressed(sfKey::Up)) ? (this->upDAS++) : (this->upDAS = 0);
|
||||
if (this->shouldMove(this->upDAS)) {
|
||||
this->moveUp();
|
||||
}
|
||||
|
||||
(sf::Keyboard::isKeyPressed(sfKey::Down)) ? (this->downDAS++) : (this->downDAS = 0);
|
||||
if (this->shouldMove(this->downDAS)) {
|
||||
this->moveDown();
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerCursor::movedLeft() const {
|
||||
return this->shouldMove(this->leftDAS);
|
||||
}
|
||||
|
||||
bool PlayerCursor::movedRight() const {
|
||||
return this->shouldMove(this->rightDAS);
|
||||
}
|
||||
|
||||
bool PlayerCursor::movedUp() const {
|
||||
return this->shouldMove(this->upDAS);
|
||||
}
|
||||
|
||||
bool PlayerCursor::movedDown() const {
|
||||
return this->shouldMove(this->downDAS);
|
||||
}
|
||||
|
||||
void PlayerCursor::goToPosition(const sf::Vector2u& newPosition) {
|
||||
if (this->rows.size() > newPosition.y) {
|
||||
if (this->rows.at(newPosition.y) > newPosition.x) {
|
||||
this->position = newPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const sf::Vector2u& PlayerCursor::getPosition() const {
|
||||
return this->position;
|
||||
}
|
||||
|
||||
bool PlayerCursor::shouldMove(int DAS) const {
|
||||
return (DAS == 1
|
||||
|| (DAS > MENU_DAS && (DAS % 5) == 0)
|
||||
|| (DAS > (FRAMES_PER_SECOND * 2)));
|
||||
}
|
||||
|
||||
void PlayerCursor::moveLeft() {
|
||||
if (this->position.x == 0) {
|
||||
this->position.x = this->rows.at(this->position.y) - 1;
|
||||
}
|
||||
else {
|
||||
this->position.x--;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCursor::moveRight() {
|
||||
if (this->position.x == this->rows.at(this->position.y) - 1) {
|
||||
this->position.x = 0;
|
||||
}
|
||||
else {
|
||||
this->position.x++;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCursor::moveUp() {
|
||||
if (this->position.y == 0) {
|
||||
this->position.y = this->rows.size() - 1;
|
||||
}
|
||||
else {
|
||||
this->position.y--;
|
||||
}
|
||||
|
||||
if (this->position.x >= this->rows.at(this->position.y)) {
|
||||
this->position.x = this->rows.at(this->position.y) - 1;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCursor::moveDown() {
|
||||
if (this->position.y == this->rows.size() - 1) {
|
||||
this->position.y = 0;
|
||||
}
|
||||
else {
|
||||
this->position.y++;
|
||||
}
|
||||
|
||||
if (this->position.x >= this->rows.at(this->position.y)) {
|
||||
this->position.x = this->rows.at(this->position.y) - 1;
|
||||
}
|
||||
}
|
||||
43
src/GraphicalUI/AppMenus/PlayerCursor.h
Normal file
43
src/GraphicalUI/AppMenus/PlayerCursor.h
Normal file
@@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class PlayerCursor {
|
||||
private:
|
||||
std::vector<unsigned int> rows;
|
||||
sf::Vector2u position;
|
||||
int leftDAS;
|
||||
int rightDAS;
|
||||
int upDAS;
|
||||
int downDAS;
|
||||
|
||||
public:
|
||||
PlayerCursor(std::vector<unsigned int> rows);
|
||||
|
||||
void updatePosition();
|
||||
|
||||
bool movedLeft() const;
|
||||
|
||||
bool movedRight() const;
|
||||
|
||||
bool movedUp() const;
|
||||
|
||||
bool movedDown() const;
|
||||
|
||||
void goToPosition(const sf::Vector2u& newPosition);
|
||||
|
||||
const sf::Vector2u& getPosition() const;
|
||||
|
||||
private:
|
||||
bool shouldMove(int DAS) const;
|
||||
|
||||
void moveLeft();
|
||||
|
||||
void moveRight();
|
||||
|
||||
void moveUp();
|
||||
|
||||
void moveDown();
|
||||
};
|
||||
92
src/GraphicalUI/AppMenus/SettingsMainAppMenu.cpp
Normal file
92
src/GraphicalUI/AppMenus/SettingsMainAppMenu.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
#include "SettingsMainAppMenu.h"
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
SettingsMainAppMenu::SettingsMainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow) :
|
||||
AppMenu(menuStack, settings, renderWindow),
|
||||
playerCursor(std::vector<unsigned int>({1, 1, 1, 1})) {
|
||||
|
||||
}
|
||||
|
||||
void SettingsMainAppMenu::computeFrame() {
|
||||
this->updateMetaBinds();
|
||||
this->playerCursor.updatePosition();
|
||||
|
||||
switch (this->playerCursor.getPosition().y) {
|
||||
case 2 : {
|
||||
if (this->playerCursor.movedLeft()) {
|
||||
if (this->settings->shortenWindow()) {
|
||||
changeVideoMode(*this->renderWindow, this->settings->getVideoMode());
|
||||
}
|
||||
}
|
||||
if (this->playerCursor.movedRight()) {
|
||||
if (this->settings->widenWindow()) {
|
||||
changeVideoMode(*this->renderWindow, this->settings->getVideoMode());
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 3 : {
|
||||
if (this->playerCursor.movedLeft()) {
|
||||
this->settings->lowerMasterVolume();
|
||||
}
|
||||
if (this->playerCursor.movedRight()) {
|
||||
this->settings->raiseMasterVolume();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->enterReleased) {
|
||||
if (this->playerCursor.getPosition().y == 0) {
|
||||
//TODO
|
||||
}
|
||||
if (this->playerCursor.getPosition().y == 1) {
|
||||
//TODO
|
||||
}
|
||||
}
|
||||
if (this->escReleased) {
|
||||
this->menuStack->pop();
|
||||
}
|
||||
}
|
||||
|
||||
void SettingsMainAppMenu::drawFrame() const {
|
||||
this->renderWindow->clear(sf::Color(200, 200, 200));
|
||||
|
||||
sf::Font font("data/fonts/pressstart/prstartk.ttf");
|
||||
sf::Text text(font, "", this->settings->getWindowSizeMultiplier() * 2);
|
||||
text.setFillColor(sf::Color(0, 0, 0));
|
||||
text.setOutlineColor(sf::Color(255, 255, 255));
|
||||
|
||||
text.setString("SETTINGS");
|
||||
text.setOrigin(text.getLocalBounds().getCenter());
|
||||
text.setPosition(sf::Vector2f({(float) this->settings->getWindowSizeMultiplier() * 40, (float) this->settings->getWindowSizeMultiplier() * 5}));
|
||||
this->renderWindow->draw(text);
|
||||
|
||||
sf::Vector2u windowSize = this->renderWindow->getSize();
|
||||
|
||||
this->placeText(text, "CHANGE KEYBINDS", 5.f, 15.f, 0, 0);
|
||||
this->placeText(text, "CHANGE CONTROLS", 5.f, 25.f, 0, 1);
|
||||
this->placeText(text, "WINDOW SIZE: " + std::to_string(windowSize.x) + "x" + std::to_string(windowSize.y), 5.f, 35.f, 0, 2);
|
||||
this->placeText(text, "VOLUME: " + std::to_string(this->settings->getMasterVolume()) + "%", 5.f, 45.f, 0, 3);
|
||||
|
||||
this->renderWindow->display();
|
||||
}
|
||||
|
||||
void SettingsMainAppMenu::placeText(sf::Text& text, const sf::String& string, float xPos, float yPos, unsigned int xCursorOutline, unsigned int yCursorOutline) const {
|
||||
float sizeMultiplier = this->settings->getWindowSizeMultiplier();
|
||||
|
||||
text.setString(string);
|
||||
text.setOutlineThickness((this->playerCursor.getPosition().x == xCursorOutline
|
||||
&& this->playerCursor.getPosition().y == yCursorOutline) ? (sizeMultiplier / 2) : 0);
|
||||
text.setOrigin(sf::Vector2f({0, text.getLocalBounds().size.y / 2}));
|
||||
text.setPosition(sf::Vector2f({sizeMultiplier * xPos, sizeMultiplier * yPos}));
|
||||
this->renderWindow->draw(text);
|
||||
}
|
||||
23
src/GraphicalUI/AppMenus/SettingsMainAppMenu.h
Normal file
23
src/GraphicalUI/AppMenus/SettingsMainAppMenu.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include "AppMenu.h"
|
||||
#include "PlayerCursor.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class SettingsMainAppMenu : public AppMenu {
|
||||
private:
|
||||
PlayerCursor playerCursor;
|
||||
|
||||
public:
|
||||
SettingsMainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
|
||||
|
||||
void computeFrame() override;
|
||||
|
||||
void drawFrame() const override;
|
||||
|
||||
void placeText(sf::Text& text, const sf::String& string, float xPos, float yPos, unsigned int xCursorOutline, unsigned int yCursorOutline) const;
|
||||
};
|
||||
53
src/GraphicalUI/GraphApp.cpp
Normal file
53
src/GraphicalUI/GraphApp.cpp
Normal file
@@ -0,0 +1,53 @@
|
||||
#include "GraphApp.h"
|
||||
|
||||
#include "AppMenus/AppMenu.h"
|
||||
#include "AppMenus/MainAppMenu.h"
|
||||
#include "Settings.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
static const double TIME_BETWEEN_FRAMES = (1000.f / FRAMES_PER_SECOND);
|
||||
|
||||
|
||||
GraphApp::GraphApp() {
|
||||
this->settings = std::make_shared<Settings>();
|
||||
this->menuStack = std::make_shared<MenuStack>();
|
||||
this->renderWindow = std::make_shared<sf::RenderWindow>();
|
||||
}
|
||||
|
||||
void GraphApp::run() {
|
||||
changeVideoMode(*this->renderWindow, this->settings->getVideoMode());
|
||||
this->menuStack->push(std::make_shared<MainAppMenu>(this->menuStack, this->settings, this->renderWindow));
|
||||
|
||||
bool quit = false;
|
||||
double timeAtNextFrame = 0;
|
||||
sf::Clock clock;
|
||||
while (!quit) {
|
||||
while (const std::optional event = this->renderWindow->pollEvent()) {
|
||||
if (event->is<sf::Event::Closed>()) {
|
||||
quit = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!quit) {
|
||||
if (clock.getElapsedTime().asMilliseconds() > timeAtNextFrame) {
|
||||
this->menuStack->top()->computeFrame();
|
||||
|
||||
if (this->menuStack->empty()) {
|
||||
quit = true;
|
||||
}
|
||||
else {
|
||||
this->menuStack->top()->drawFrame();
|
||||
}
|
||||
|
||||
while (clock.getElapsedTime().asMilliseconds() > timeAtNextFrame) {
|
||||
timeAtNextFrame += TIME_BETWEEN_FRAMES;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
this->settings->saveSettingsToFile();
|
||||
renderWindow->close();
|
||||
}
|
||||
21
src/GraphicalUI/GraphApp.h
Normal file
21
src/GraphicalUI/GraphApp.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "AppMenus/AppMenu.h"
|
||||
#include "Settings.h"
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
class GraphApp {
|
||||
private:
|
||||
std::shared_ptr<Settings> settings;
|
||||
std::shared_ptr<MenuStack> menuStack;
|
||||
std::shared_ptr<sf::RenderWindow> renderWindow;
|
||||
|
||||
public:
|
||||
GraphApp();
|
||||
|
||||
void run();
|
||||
};
|
||||
97
src/GraphicalUI/Keybinds.cpp
Normal file
97
src/GraphicalUI/Keybinds.cpp
Normal file
@@ -0,0 +1,97 @@
|
||||
#include "Keybinds.h"
|
||||
|
||||
#include "../Core/Action.h"
|
||||
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <fstream>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
|
||||
Keybinds::Keybinds(int layoutNumber) :
|
||||
layoutNumber(layoutNumber) {
|
||||
|
||||
for (Action action : ACTION_LIST_IN_ORDER) {
|
||||
this->keybinds.insert({action, std::set<sfKey>()});
|
||||
}
|
||||
this->modifiable = (layoutNumber == CUSTOMIZABLE_KEYBINDS);
|
||||
|
||||
this->loadKeybindsFromFile();
|
||||
}
|
||||
|
||||
void Keybinds::loadKeybindsFromFile() {
|
||||
std::ifstream layoutFile("data/config/keybinds/layout" + std::to_string(this->layoutNumber) + ".bin", std::ios::binary);
|
||||
|
||||
for (Action action : ACTION_LIST_IN_ORDER) {
|
||||
this->keybinds.at(action).clear();
|
||||
}
|
||||
|
||||
char byte;
|
||||
while (layoutFile.peek() != EOF) {
|
||||
layoutFile.get(byte);
|
||||
Action action = Action(byte);
|
||||
|
||||
bool separatorMet = false;
|
||||
while (!separatorMet) {
|
||||
layoutFile.get(byte);
|
||||
if (byte == (char) 0xFF) {
|
||||
separatorMet = true;
|
||||
}
|
||||
else {
|
||||
this->keybinds.at(action).insert(sfKey(byte));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Keybinds::saveKeybindsToFile() const {
|
||||
if (!this->modifiable) return;
|
||||
|
||||
std::ofstream layoutFile("data/config/keybinds/layout" + std::to_string(this->layoutNumber) + ".bin", std::ios::trunc | std::ios::binary);
|
||||
|
||||
char byte;
|
||||
for (Action action : ACTION_LIST_IN_ORDER) {
|
||||
byte = action;
|
||||
layoutFile.write(&byte, 1);
|
||||
|
||||
for (sfKey key : this->keybinds.at(action)) {
|
||||
byte = (int) key;
|
||||
layoutFile.write(&byte, 1);
|
||||
}
|
||||
|
||||
byte = 0xFF;
|
||||
layoutFile.write(&byte, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void Keybinds::addKey(Action action, sfKey key) {
|
||||
if (!this->modifiable) return;
|
||||
|
||||
this->keybinds.at(action).insert(key);
|
||||
}
|
||||
|
||||
void Keybinds::clearKeys(Action action) {
|
||||
if (!this->modifiable) return;
|
||||
|
||||
this->keybinds.at(action).clear();
|
||||
}
|
||||
|
||||
bool Keybinds::isModifiable() const {
|
||||
return this->modifiable;
|
||||
}
|
||||
|
||||
const std::set<Action> Keybinds::getActions(sfKey key) const {
|
||||
std::set<Action> actions;
|
||||
|
||||
for (const auto& [action, keys] : this->keybinds) {
|
||||
if (keys.contains(key)) {
|
||||
actions.insert(action);
|
||||
}
|
||||
}
|
||||
|
||||
return actions;
|
||||
}
|
||||
|
||||
const std::set<sfKey>& Keybinds::getKeybinds(Action action) const {
|
||||
return this->keybinds.at(action);
|
||||
}
|
||||
37
src/GraphicalUI/Keybinds.h
Normal file
37
src/GraphicalUI/Keybinds.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Core/Action.h"
|
||||
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
using sfKey = sf::Keyboard::Key;
|
||||
|
||||
static const int NUMBER_OF_KEYBINDS = 5;
|
||||
static const int CUSTOMIZABLE_KEYBINDS = NUMBER_OF_KEYBINDS - 1;
|
||||
|
||||
|
||||
class Keybinds {
|
||||
private:
|
||||
std::map<Action, std::set<sfKey>> keybinds;
|
||||
int layoutNumber;
|
||||
bool modifiable;
|
||||
|
||||
public:
|
||||
Keybinds(int layoutNumber);
|
||||
|
||||
void loadKeybindsFromFile();
|
||||
|
||||
void saveKeybindsToFile() const;
|
||||
|
||||
void addKey(Action action, sfKey key);
|
||||
|
||||
void clearKeys(Action action);
|
||||
|
||||
bool isModifiable() const;
|
||||
|
||||
const std::set<Action> getActions(sfKey key) const;
|
||||
|
||||
const std::set<sfKey>& getKeybinds(Action action) const;
|
||||
};
|
||||
21
src/GraphicalUI/PiecesType.h
Normal file
21
src/GraphicalUI/PiecesType.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
enum PiecesType {
|
||||
CONVEX_PIECES,
|
||||
HOLELESS_PIECES,
|
||||
OTHER_PIECES,
|
||||
ALL_PIECES,
|
||||
SINGLE_PIECE
|
||||
};
|
||||
|
||||
|
||||
inline int getSizeOfPieces(PiecesType type) {
|
||||
if (type < SINGLE_PIECE) return 0;
|
||||
|
||||
else return (type - SINGLE_PIECE + 1);
|
||||
}
|
||||
|
||||
inline PiecesType createSinglePieceType(int size) {
|
||||
return PiecesType(SINGLE_PIECE + size - 1);
|
||||
}
|
||||
228
src/GraphicalUI/Settings.cpp
Normal file
228
src/GraphicalUI/Settings.cpp
Normal file
@@ -0,0 +1,228 @@
|
||||
#include "Settings.h"
|
||||
|
||||
#include "../Core/Menu.h"
|
||||
#include "Keybinds.h"
|
||||
|
||||
#include <fstream>
|
||||
#include <algorithm>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
static const sf::Vector2u BASE_WINDOW_SIZE = {80, 50};
|
||||
static const int WINDOW_SIZE_MULTIPLIERS[] = {4, 6, 10, 14, 20, 30, 40};
|
||||
static const int WINDOW_SIZE_LAST_MODE = (sizeof(WINDOW_SIZE_MULTIPLIERS) / sizeof(int)) - 1;
|
||||
|
||||
|
||||
Settings::Settings() {
|
||||
for (int i = 1; i <= MAXIMUM_PIECES_SIZE; i++) {
|
||||
this->menu.getPiecesList().loadPieces(i);
|
||||
}
|
||||
|
||||
this->keybinds.reserve(NUMBER_OF_KEYBINDS);
|
||||
for (int i = 0; i < NUMBER_OF_KEYBINDS; i++) {
|
||||
this->keybinds.emplace_back(i);
|
||||
}
|
||||
|
||||
this->loadSettingsFromFile();
|
||||
}
|
||||
|
||||
void Settings::loadSettingsFromFile() {
|
||||
std::ifstream settingsFile("data/config/settings.bin", std::ios::binary);
|
||||
char byte;
|
||||
|
||||
// keybind layout
|
||||
settingsFile.get(byte);
|
||||
this->chosenKeybinds = byte;
|
||||
|
||||
// window size mode
|
||||
settingsFile.get(byte);
|
||||
this->windowSizeMode = byte;
|
||||
|
||||
// master volume
|
||||
settingsFile.get(byte);
|
||||
this->masterVolume = byte;
|
||||
|
||||
// gamemode
|
||||
settingsFile.get(byte);
|
||||
this->gamemode = Gamemode(byte);
|
||||
|
||||
// board width
|
||||
settingsFile.get(byte);
|
||||
this->menu.setBoardWidth(byte);
|
||||
|
||||
// board height
|
||||
settingsFile.get(byte);
|
||||
this->menu.setBoardHeight(byte);
|
||||
|
||||
// piece distribution
|
||||
settingsFile.get(byte);
|
||||
//TODO
|
||||
|
||||
// selected pieces
|
||||
char pieceType;
|
||||
char pieceValue;
|
||||
this->selectedPieces.clear();
|
||||
while (settingsFile.get(pieceType)) {
|
||||
if (settingsFile.eof()) break;
|
||||
|
||||
settingsFile.get(pieceValue);
|
||||
this->selectedPieces.push_back({PiecesType(pieceType), pieceValue});
|
||||
}
|
||||
this->confirmSelectedPieces();
|
||||
}
|
||||
|
||||
void Settings::saveSettingsToFile() const {
|
||||
std::ofstream settingsFile("data/config/settings.bin", std::ios::trunc | std::ios::binary);
|
||||
char byte;
|
||||
|
||||
// keybind layout
|
||||
byte = this->chosenKeybinds;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// window size mode
|
||||
byte = this->windowSizeMode;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// master volume
|
||||
byte = this->masterVolume;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// gamemode
|
||||
byte = this->gamemode;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// board width
|
||||
byte = this->menu.getBoardWidth();
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// board height
|
||||
byte = this->menu.getBoardHeight();
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// piece distribution
|
||||
//TODO
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// selected pieces
|
||||
for (const auto& [type, value] : this->selectedPieces) {
|
||||
byte = type;
|
||||
settingsFile.write(&byte, 1);
|
||||
byte = value;
|
||||
settingsFile.write(&byte, 1);
|
||||
}
|
||||
}
|
||||
|
||||
bool Settings::selectNextKeybinds() {
|
||||
if (this->chosenKeybinds < NUMBER_OF_KEYBINDS) {
|
||||
this->chosenKeybinds++;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Settings::selectPreviousKeybinds() {
|
||||
if (this->chosenKeybinds > 0) {
|
||||
this->chosenKeybinds--;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Settings::canModifyCurrentKeybinds() const {
|
||||
return (this->chosenKeybinds == CUSTOMIZABLE_KEYBINDS);
|
||||
}
|
||||
|
||||
void Settings::setGamemode(Gamemode gamemode) {
|
||||
this->gamemode = gamemode;
|
||||
}
|
||||
|
||||
bool Settings::widenWindow() {
|
||||
if (this->windowSizeMode < WINDOW_SIZE_LAST_MODE) {
|
||||
this->windowSizeMode++;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Settings::shortenWindow() {
|
||||
if (this->windowSizeMode > 0) {
|
||||
this->windowSizeMode--;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Settings::raiseMasterVolume() {
|
||||
if (this->masterVolume < 100) {
|
||||
this->masterVolume = std::min(this->masterVolume + 5, 100);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Settings::lowerMasterVolume() {
|
||||
if (this->masterVolume > 0) {
|
||||
this->masterVolume = std::max(this->masterVolume - 5, 0);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Settings::selectPieces(PiecesType type, int value) {
|
||||
this->selectedPieces.emplace_back(type, value);
|
||||
}
|
||||
|
||||
void Settings::unselectPieces(int index) {
|
||||
if (index >= this->selectedPieces.size()) return;
|
||||
|
||||
this->selectedPieces.erase(this->selectedPieces.begin() + index);
|
||||
}
|
||||
|
||||
void Settings::confirmSelectedPieces() {
|
||||
this->menu.getPiecesList().unselectAll();
|
||||
|
||||
for (const auto& [type, value] : this->selectedPieces) {
|
||||
int size = getSizeOfPieces(type);
|
||||
|
||||
if (size == 0) {
|
||||
switch (type) {
|
||||
case CONVEX_PIECES : {this->menu.getPiecesList().selectConvexPieces(value); break;}
|
||||
case HOLELESS_PIECES : {this->menu.getPiecesList().selectHolelessPieces(value); break;}
|
||||
case OTHER_PIECES : {this->menu.getPiecesList().selectOtherPieces(value); break;}
|
||||
case ALL_PIECES : {this->menu.getPiecesList().selectAllPieces(value); break;}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (size > MAXIMUM_PIECES_SIZE) return;
|
||||
|
||||
this->menu.getPiecesList().selectPiece(size, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Menu& Settings::getMenu() {
|
||||
return this->menu;
|
||||
}
|
||||
|
||||
Keybinds& Settings::getKeybinds() {
|
||||
return this->keybinds.at(this->chosenKeybinds);
|
||||
}
|
||||
|
||||
Gamemode Settings::getGamemode() const {
|
||||
return this->gamemode;
|
||||
}
|
||||
|
||||
int Settings::getWindowSizeMultiplier() const {
|
||||
return WINDOW_SIZE_MULTIPLIERS[this->windowSizeMode];
|
||||
}
|
||||
|
||||
int Settings::getMasterVolume() const {
|
||||
return this->masterVolume;
|
||||
}
|
||||
|
||||
const sf::VideoMode Settings::getVideoMode() const {
|
||||
return sf::VideoMode(BASE_WINDOW_SIZE * (unsigned int) WINDOW_SIZE_MULTIPLIERS[this->windowSizeMode]);
|
||||
}
|
||||
|
||||
const std::vector<std::pair<PiecesType, int>>& Settings::getSelectedPieces() const {
|
||||
return this->selectedPieces;
|
||||
}
|
||||
73
src/GraphicalUI/Settings.h
Normal file
73
src/GraphicalUI/Settings.h
Normal file
@@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Core/Menu.h"
|
||||
#include "Keybinds.h"
|
||||
#include "PiecesType.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <vector>
|
||||
|
||||
static const int MAXIMUM_BOARD_WIDTH = 40;
|
||||
static const int MAXIMUM_BOARD_HEIGHT = 40;
|
||||
|
||||
//#define __JMINOS_RELEASE__
|
||||
#ifdef __JMINOS_RELEASE__
|
||||
static const int MAXIMUM_PIECES_SIZE = 15;
|
||||
#else
|
||||
static const int MAXIMUM_PIECES_SIZE = 10;
|
||||
#endif
|
||||
|
||||
|
||||
class Settings {
|
||||
private:
|
||||
Menu menu;
|
||||
std::vector<Keybinds> keybinds;
|
||||
int chosenKeybinds;
|
||||
Gamemode gamemode;
|
||||
int windowSizeMode;
|
||||
int masterVolume;
|
||||
std::vector<std::pair<PiecesType, int>> selectedPieces;
|
||||
|
||||
public:
|
||||
Settings();
|
||||
|
||||
void loadSettingsFromFile();
|
||||
|
||||
void saveSettingsToFile() const;
|
||||
|
||||
bool selectNextKeybinds();
|
||||
|
||||
bool selectPreviousKeybinds();
|
||||
|
||||
bool canModifyCurrentKeybinds() const;
|
||||
|
||||
void setGamemode(Gamemode gamemode);
|
||||
|
||||
bool widenWindow();
|
||||
|
||||
bool shortenWindow();
|
||||
|
||||
bool raiseMasterVolume();
|
||||
|
||||
bool lowerMasterVolume();
|
||||
|
||||
void selectPieces(PiecesType type, int value);
|
||||
|
||||
void unselectPieces(int index);
|
||||
|
||||
void confirmSelectedPieces();
|
||||
|
||||
Menu& getMenu();
|
||||
|
||||
Keybinds& getKeybinds();
|
||||
|
||||
Gamemode getGamemode() const;
|
||||
|
||||
int getWindowSizeMultiplier() const;
|
||||
|
||||
int getMasterVolume() const;
|
||||
|
||||
const sf::VideoMode getVideoMode() const;
|
||||
|
||||
const std::vector<std::pair<PiecesType, int>>& getSelectedPieces() const;
|
||||
};
|
||||
171
src/GraphicalUI/main.cpp
Normal file
171
src/GraphicalUI/main.cpp
Normal file
@@ -0,0 +1,171 @@
|
||||
#include "GraphApp.h"
|
||||
#include "../Pieces/PiecesFiles.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
|
||||
#ifdef __JMINOS_RELEASE__
|
||||
|
||||
int main() {
|
||||
std::srand(std::time(NULL));
|
||||
|
||||
GraphApp UI;
|
||||
UI.run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void resetConfigFiles();
|
||||
void resetSettingsFile();
|
||||
void resetKeybindFile(int layout);
|
||||
|
||||
|
||||
int main() {
|
||||
std::srand(std::time(NULL));
|
||||
|
||||
PiecesFiles pf;
|
||||
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;
|
||||
pf.savePieces(i);
|
||||
}
|
||||
}
|
||||
if (!std::filesystem::exists("data/config/settings.bin")) {
|
||||
resetSettingsFile();
|
||||
}
|
||||
for (int i = 0; i < 5; i++) {
|
||||
if (!std::filesystem::exists("data/config/keybinds/layout" + std::to_string(i) + ".bin")) {
|
||||
resetKeybindFile(i);
|
||||
}
|
||||
}
|
||||
|
||||
// do this before compiling release version
|
||||
//resetConfigFiles();
|
||||
|
||||
GraphApp UI;
|
||||
UI.run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void resetConfigFiles() {
|
||||
resetSettingsFile;
|
||||
for (int i = 0; i < 5; i++) {
|
||||
resetKeybindFile(i);
|
||||
}
|
||||
}
|
||||
|
||||
void resetSettingsFile() {
|
||||
std::ofstream settingsFile("data/config/settings.bin", std::ios::trunc | std::ios::binary);
|
||||
char byte;
|
||||
|
||||
// keybind layout
|
||||
byte = 0;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// window size mode
|
||||
byte = 2;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// master volume
|
||||
byte = 50;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// gamemode
|
||||
byte = SPRINT;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// board width
|
||||
byte = 10;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// board height
|
||||
byte = 20;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// piece distribution
|
||||
byte = 0;
|
||||
settingsFile.write(&byte, 1);
|
||||
|
||||
// selected pieces
|
||||
byte = ALL_PIECES;
|
||||
settingsFile.write(&byte, 1);
|
||||
byte = 4;
|
||||
settingsFile.write(&byte, 1);
|
||||
}
|
||||
|
||||
void resetKeybindFile(int layout) {
|
||||
if (layout < 0 || layout > 4) return;
|
||||
|
||||
std::ofstream layoutFile("data/config/keybinds/layout" + std::to_string(layout) + ".bin", std::ios::trunc | std::ios::binary);
|
||||
std::map<Action, sfKey> keybinds;
|
||||
|
||||
if (layout != 4) {
|
||||
keybinds.insert({PAUSE, sfKey::P});
|
||||
keybinds.insert({RETRY, sfKey::R});
|
||||
}
|
||||
|
||||
if (layout == 0) {
|
||||
keybinds.insert({MOVE_LEFT, sfKey::Left});
|
||||
keybinds.insert({MOVE_RIGHT, sfKey::Right});
|
||||
keybinds.insert({SOFT_DROP, sfKey::Down});
|
||||
keybinds.insert({HARD_DROP, sfKey::Space});
|
||||
keybinds.insert({ROTATE_CW, sfKey::Up});
|
||||
keybinds.insert({ROTATE_CCW, sfKey::Z});
|
||||
keybinds.insert({ROTATE_180, sfKey::X});
|
||||
keybinds.insert({ROTATE_0, sfKey::LShift});
|
||||
keybinds.insert({HOLD, sfKey::C});
|
||||
}
|
||||
if (layout == 1) {
|
||||
keybinds.insert({MOVE_LEFT, sfKey::Z});
|
||||
keybinds.insert({MOVE_RIGHT, sfKey::C});
|
||||
keybinds.insert({SOFT_DROP, sfKey::X});
|
||||
keybinds.insert({HARD_DROP, sfKey::S});
|
||||
keybinds.insert({ROTATE_CW, sfKey::M});
|
||||
keybinds.insert({ROTATE_CCW, sfKey::Comma});
|
||||
keybinds.insert({ROTATE_180, sfKey::J});
|
||||
keybinds.insert({ROTATE_0, sfKey::K});
|
||||
keybinds.insert({HOLD, sfKey::LShift});
|
||||
}
|
||||
if (layout == 2) {
|
||||
keybinds.insert({MOVE_LEFT, sfKey::A});
|
||||
keybinds.insert({MOVE_RIGHT, sfKey::D});
|
||||
keybinds.insert({SOFT_DROP, sfKey::W});
|
||||
keybinds.insert({HARD_DROP, sfKey::S});
|
||||
keybinds.insert({ROTATE_CW, sfKey::Left});
|
||||
keybinds.insert({ROTATE_CCW, sfKey::Right});
|
||||
keybinds.insert({ROTATE_180, sfKey::Up});
|
||||
keybinds.insert({ROTATE_0, sfKey::Down});
|
||||
keybinds.insert({HOLD, sfKey::RShift});
|
||||
}
|
||||
if (layout == 3) {
|
||||
keybinds.insert({MOVE_LEFT, sfKey::Left});
|
||||
keybinds.insert({MOVE_RIGHT, sfKey::Right});
|
||||
keybinds.insert({SOFT_DROP, sfKey::Down});
|
||||
keybinds.insert({HARD_DROP, sfKey::Up});
|
||||
keybinds.insert({ROTATE_CW, sfKey::E});
|
||||
keybinds.insert({ROTATE_CCW, sfKey::A});
|
||||
keybinds.insert({ROTATE_180, sfKey::Num2});
|
||||
keybinds.insert({ROTATE_0, sfKey::Tab});
|
||||
keybinds.insert({HOLD, sfKey::Z});
|
||||
}
|
||||
|
||||
char byte;
|
||||
for (Action action : ACTION_LIST_IN_ORDER) {
|
||||
byte = action;
|
||||
layoutFile.write(&byte, 1);
|
||||
|
||||
if (keybinds.contains(action)) {
|
||||
byte = (int) keybinds.at(action);
|
||||
layoutFile.write(&byte, 1);
|
||||
}
|
||||
|
||||
byte = 0xFF;
|
||||
layoutFile.write(&byte, 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -58,7 +58,7 @@ void TextApp::run() {
|
||||
default : std::cout << "Invalid answer!" << std::endl;
|
||||
}
|
||||
}
|
||||
std::cout << "===| SEE YA NEXT TIME! |===";
|
||||
std::cout << "===| SEE YA NEXT TIME! |===" << std::endl;
|
||||
}
|
||||
|
||||
void TextApp::choosePieces() {
|
||||
@@ -136,7 +136,6 @@ void TextApp::seeKeybinds() const {
|
||||
|
||||
void TextApp::defaultKeybinds() {
|
||||
this->keybinds.clear();
|
||||
this->keybinds.insert({"quit", QUIT});
|
||||
this->keybinds.insert({"pause", PAUSE});
|
||||
this->keybinds.insert({"retry", RETRY});
|
||||
this->keybinds.insert({"h", HOLD});
|
||||
@@ -171,15 +170,21 @@ void TextApp::startGame() const {
|
||||
|
||||
std::set<Action> playerActions;
|
||||
std::set<Action> lastFrameActions;
|
||||
std::set<Action> metaActions;
|
||||
bool retrying = false;
|
||||
for (std::string action : actions) {
|
||||
try {
|
||||
Action playerAction = this->keybinds.at(action);
|
||||
if (playerAction == PAUSE || playerAction == RETRY || playerAction == quit) {
|
||||
metaActions.insert(playerAction);
|
||||
}
|
||||
else {
|
||||
if (playerAction == SOFT_DROP || playerAction == MOVE_LEFT || playerAction == MOVE_RIGHT) {
|
||||
if (action == "quit") {
|
||||
quit = true;
|
||||
}
|
||||
else {
|
||||
try {
|
||||
Action playerAction = this->keybinds.at(action);
|
||||
if (playerAction == RETRY) {
|
||||
retrying = true;
|
||||
}
|
||||
else if (playerAction == PAUSE) {
|
||||
paused = (!paused);
|
||||
}
|
||||
else if (playerAction == SOFT_DROP || playerAction == MOVE_LEFT || playerAction == MOVE_RIGHT) {
|
||||
playerActions.insert(playerAction);
|
||||
lastFrameActions.insert(playerAction);
|
||||
}
|
||||
@@ -190,19 +195,12 @@ void TextApp::startGame() const {
|
||||
playerActions.insert(playerAction);
|
||||
}
|
||||
}
|
||||
catch (std::exception ignored) {}
|
||||
}
|
||||
catch (std::exception ignored) {}
|
||||
}
|
||||
|
||||
if (metaActions.contains(PAUSE)) {
|
||||
paused = (!paused);
|
||||
}
|
||||
|
||||
if (!paused) {
|
||||
if (metaActions.contains(QUIT)) {
|
||||
quit = true;
|
||||
}
|
||||
else if (metaActions.contains(RETRY)) {
|
||||
if (!paused && !quit) {
|
||||
if (retrying) {
|
||||
game.reset();
|
||||
game.start();
|
||||
}
|
||||
@@ -253,7 +251,7 @@ void TextApp::printGame(const Game& game) const {
|
||||
for (int x = 0; x < game.getBoard().getWidth(); x++) {
|
||||
/* BOARD PRINTING */
|
||||
bool isActivePieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getActivePiecePosition()));
|
||||
bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.ghostPiecePosition()));
|
||||
bool isGhostPieceHere = (game.getActivePiece() != nullptr) && (game.getActivePiece()->getPositions().contains(Position{x, y} - game.getGhostPiecePosition()));
|
||||
Block block = (isActivePieceHere || isGhostPieceHere) ? game.getActivePiece()->getBlockType() : game.getBoard().getBlock(Position{x, y});
|
||||
|
||||
if (isActivePieceHere || isGhostPieceHere) {
|
||||
|
||||
26
xmake.lua
26
xmake.lua
@@ -1,13 +1,29 @@
|
||||
add_rules("mode.debug", "mode.release")
|
||||
|
||||
add_requires("sfml 3.0.0")
|
||||
|
||||
set_languages("c++20")
|
||||
|
||||
target("main")
|
||||
set_rundir(".")
|
||||
|
||||
set_optimize("fastest")
|
||||
|
||||
target("core")
|
||||
set_kind("$(kind)")
|
||||
add_files("src/Pieces/*.cpp")
|
||||
add_files("src/Core/*.cpp")
|
||||
|
||||
target("text")
|
||||
set_kind("binary")
|
||||
set_rundir(".")
|
||||
add_files("./src/Pieces/*.cpp")
|
||||
add_files("./src/Core/*.cpp")
|
||||
set_default(false)
|
||||
add_files("./src/TextUI/*.cpp")
|
||||
set_optimize("fastest")
|
||||
add_deps("core")
|
||||
|
||||
target("graph")
|
||||
set_kind("binary")
|
||||
add_files("./src/GraphicalUI/**.cpp")
|
||||
add_deps("core")
|
||||
add_packages("sfml")
|
||||
|
||||
--
|
||||
-- If you want to known more usage about xmake, please see https://xmake.io
|
||||
|
||||
Reference in New Issue
Block a user