14 Commits

29 changed files with 983 additions and 37 deletions

10
.vscode/c_cpp_properties.json vendored Normal file
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{
"configurations": [
{
"name": "jminos",
"cppStandard": "c++20",
"compileCommands": ".vscode/compile_commands.json"
}
],
"version": 4
}

22
README.md Normal file
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# jminos
## Manual build and run
You need to install xmake and have a compiler with c++20 compatibility
### Build the project
``cd jminos``
``xmake``
If you need to change the toolchain (for example using gcc):
``xmake f --toolchain=gcc``
### Run the project
Graphical version:
``xmake run graph``
Command line version:
``xmake run text``

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data/config/settings.bin Normal file

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data/fonts/arial.ttf Normal file

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@@ -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 +16,32 @@ 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 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

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@@ -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.

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@@ -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",

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@@ -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());

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@@ -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
/**

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@@ -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)));
}

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@@ -0,0 +1,103 @@
#include "InGameAppMenu.h"
#include "AppMenu.h"
#include <stack>
#include <memory>
#include <SFML/Graphics.hpp>
InGameAppMenu::InGameAppMenu(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;
}
void InGameAppMenu::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->game.reset();
this->game.start();
}
if (actions.contains(PAUSE)) {
this->paused = (!this->paused);
}
if (!paused) {
this->game.nextFrame(actions);
}
}
}
void InGameAppMenu::drawFrame() const {
this->renderWindow->clear(sf::Color::Black);
int sizeMultiplier = this->settings->getWindowSizeMultiplier();
sf::Vector2f cellSize((float) sizeMultiplier, (float) sizeMultiplier);
for (int y = this->game.getBoard().getBaseHeight() + 10; y >= 0; y--) {
for (int x = 0; x < this->game.getBoard().getWidth(); x++) {
bool isActivePieceHere = (this->game.getActivePiece() != nullptr) && (this->game.getActivePiece()->getPositions().contains(Position{x, y} - this->game.getActivePiecePosition()));
bool isGhostPieceHere = (this->game.getActivePiece() != nullptr) && (this->game.getActivePiece()->getPositions().contains(Position{x, y} - this->game.ghostPiecePosition()));
Block block = (isActivePieceHere || isGhostPieceHere) ? this->game.getActivePiece()->getBlockType() : this->game.getBoard().getBlock(Position{x, y});
sf::RectangleShape cell(cellSize);
cell.setFillColor(sf::Color(BLOCKS_COLOR[block].red, BLOCKS_COLOR[block].green, BLOCKS_COLOR[block].blue, (isGhostPieceHere && !isActivePieceHere) ? 150 : 255));
cell.setPosition(sf::Vector2f(x * sizeMultiplier, (this->game.getBoard().getBaseHeight() + 10 - y) * sizeMultiplier));
this->renderWindow->draw(cell);
}
}
if (this->game.getNextPieces().size() > 0) {
for (int y = 10; y >= 0; y--) {
for (int x = 0; x <= 10; x++) {
Block block = this->game.getNextPieces().at(0).getBlockType();
sf::RectangleShape cell(sf::Vector2f(20.f, 20.f));
cell.setPosition(sf::Vector2f((x + 2 + this->game.getBoard().getWidth())*20, (this->game.getBoard().getBaseHeight() - y)*20));
if (this->game.getNextPieces().at(0).getPositions().contains(Position({x, y}))) {
cell.setFillColor(sf::Color(BLOCKS_COLOR[block].red, BLOCKS_COLOR[block].green, BLOCKS_COLOR[block].blue));
}
else {
cell.setFillColor(sf::Color(0, 0, 0));
}
this->renderWindow->draw(cell);
}
}
}
if (this->game.getHeldPiece() != nullptr) {
for (int y = 10; y >= 0; y--) {
for (int x = 0; x <= 10; x++) {
Block block = this->game.getHeldPiece()->getBlockType();
sf::RectangleShape cell(sf::Vector2f(20.f, 20.f));
cell.setPosition(sf::Vector2f((x + 12 + this->game.getBoard().getWidth())*20, (this->game.getBoard().getBaseHeight() - y)*20));
if (this->game.getHeldPiece()->getPositions().contains(Position({x, y}))) {
cell.setFillColor(sf::Color(BLOCKS_COLOR[block].red, BLOCKS_COLOR[block].green, BLOCKS_COLOR[block].blue));
}
else {
cell.setFillColor(sf::Color(0, 0, 0));
}
this->renderWindow->draw(cell);
}
}
}
this->renderWindow->display();
}

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@@ -0,0 +1,21 @@
#pragma once
#include "AppMenu.h"
#include <stack>
#include <memory>
#include <SFML/Graphics.hpp>
class InGameAppMenu : public AppMenu {
private:
Game game;
bool paused;
public:
InGameAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
void computeFrame();
void drawFrame() const;
};

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@@ -0,0 +1,31 @@
#include "MainAppMenu.h"
#include "AppMenu.h"
#include "InGameAppMenu.h"
#include <stack>
#include <memory>
#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) {
}
void MainAppMenu::computeFrame() {
this->updateMetaBinds();
if (this->enterReleased) {
this->menuStack->push(std::make_shared<InGameAppMenu>(this->menuStack, this->settings, this->renderWindow));
}
if (this->escReleased) {
this->menuStack->pop();
}
}
void MainAppMenu::drawFrame() const {
this->renderWindow->clear(sf::Color::Black);
this->renderWindow->display();
}

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@@ -0,0 +1,17 @@
#pragma once
#include "AppMenu.h"
#include <stack>
#include <memory>
#include <SFML/Graphics.hpp>
class MainAppMenu : public AppMenu {
public:
MainAppMenu(std::shared_ptr<MenuStack> menuStack, std::shared_ptr<Settings> settings, std::shared_ptr<sf::RenderWindow> renderWindow);
void computeFrame();
void drawFrame() const;
};

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@@ -0,0 +1,52 @@
#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;
}
}
}
}
renderWindow->close();
}

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@@ -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();
};

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#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->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 {
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) {
this->keybinds.at(action).insert(key);
}
void Keybinds::clearKeys(Action action) {
this->keybinds.at(action).clear();
}
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);
}

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#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;
public:
Keybinds(int layoutNumber);
void loadKeybindsFromFile();
void saveKeybindsToFile() const;
void addKey(Action action, sfKey key);
void clearKeys(Action action);
const std::set<Action> getActions(sfKey key) const;
const std::set<sfKey>& getKeybinds(Action action) const;
};

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#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);
}

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@@ -0,0 +1,199 @@
#include "Settings.h"
#include "../Core/Menu.h"
#include "Keybinds.h"
#include <SFML/Graphics.hpp>
#include <fstream>
static const sf::Vector2u BASE_WINDOW_SIZE = {80, 50};
static const int WINDOW_SIZE_MULTIPLIERS[] = {4, 6, 9, 14, 20};
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;
// 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);
// 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;
}
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];
}
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;
}

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#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;
static const int MAXIMUM_PIECES_SIZE = 10;
class Settings {
private:
Menu menu;
std::vector<Keybinds> keybinds;
int chosenKeybinds;
Gamemode gamemode;
int windowSizeMode;
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();
void selectPieces(PiecesType type, int value);
void unselectPieces(int index);
void confirmSelectedPieces();
Menu& getMenu();
Keybinds& getKeybinds();
Gamemode getGamemode() const;
int getWindowSizeMultiplier() const;
const sf::VideoMode getVideoMode() const;
const std::vector<std::pair<PiecesType, int>>& getSelectedPieces() const;
};

153
src/GraphicalUI/main.cpp Normal file
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#include "GraphApp.h"
#include "../Pieces/PiecesFiles.h"
#include <fstream>
void resetConfigFiles();
void resetSettingsFile();
void resetKeybindFile(int layout);
int main() {
std::srand(std::time(NULL));
// keep only for dev
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);
}
}
// 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);
// 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);
}
}

View File

@@ -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();
}

View File

@@ -1,13 +1,27 @@
add_rules("mode.debug", "mode.release")
add_requires("sfml 3.0.0")
set_languages("c++20")
target("main")
set_rundir(".")
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