#include "game.h" GameState::GameState(Renderer* renderer, float scale_): closed_ {false}, paused_ {false}, timeAdvance_ {1000}, timeCounterAdvance_ {1000}, timeLevelUp_ {20000}, renderer_ {renderer}, piece_ {Piece::PieceType::LINE, 4}, blockTexture_ {renderer_->renderer()} { renderer->setScale(scale_, scale_); blockTexture_.loadFromFile("assets/block.png"); for(int i=0; i < GRID_WIDTH; i++){ for(int j=0; j < GRID_HEIGHT; j++){ grid[j][i] = 0; } } grid[1][1] = 1; grid[0][1] = 1; grid[0][2] = 1; grid[9][9] = 1; xdirection_ = Direction::NONE; yspeed_ = 1; } void GameState::close(){ closed_ = true; } void GameState::pause(){ paused_ = true; } void GameState::resume(){ paused_ = false; } bool GameState::isPaused(){ return paused_; } bool GameState::isClosed(){ return closed_; } void GameState::update( unsigned int dt ){ timeCounterAdvance_ -= dt * yspeed_; if ( timeCounterAdvance_ <= 0 ){ timeCounterAdvance_ = timeAdvance_; Piece tmp = piece_; tmp.advance(); Point* p; tmp.initIterator(); // Check if there's space to move forward bool canadvance; while ( p = tmp.nextAbsBlockPos() ){ if ( grid[p->y][p->x] == 0 ){ canadvance = true; } else { canadvance = false; } } if ( canadvance ){ piece_ = tmp; } } // If timer finished, level up timeCounterLevelUp_ -= dt; if ( timeCounterLevelUp_ <= 0 ){ // Make pieces go faster timeAdvance_ *= 0.95; timeCounterLevelUp_ = timeLevelUp_; } } void GameState::render(){ // TODO renderer_->clear(); SDL_Rect rect; rect.x = 0; rect.y = 0; rect.w = SQUARE_SIZE; rect.h = SQUARE_SIZE; // Render piece Point* b; piece_.initIterator(); while( b = piece_.nextAbsBlockPos() ){ blockTexture_.render( b->x * SQUARE_SIZE, b->y * SQUARE_SIZE, &rect ); } // Render grid for(int i=0; i < GRID_WIDTH; i++){ for(int j=0; j < GRID_HEIGHT; j++){ if( grid[j][i] != 0){ blockTexture_.render( i * SQUARE_SIZE, j * SQUARE_SIZE , &rect); } } } renderer_->update(); } void GameState::pressRotate(){} void GameState::pressDown(){ yspeed_ = 4; } void GameState::releaseDown(){ yspeed_ = 1; } void GameState::pressLeft(){} void GameState::releaseLeft(){} void GameState::pressRight(){} void GameState::releaseRight(){}