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-rw-r--r--src/command.cpp9
-rw-r--r--src/command.h8
-rw-r--r--src/game.cpp102
-rw-r--r--src/game.h42
-rw-r--r--src/keyboard.cpp20
-rw-r--r--src/keyboard.h2
-rw-r--r--src/main.cpp72
-rw-r--r--src/piece.cpp71
-rw-r--r--src/piece.h32
-rw-r--r--src/point.h8
-rw-r--r--src/renderer.cpp2
-rw-r--r--src/renderer.h6
-rw-r--r--src/texture.h3
-rw-r--r--src/window.cpp2
-rw-r--r--src/window.h5
15 files changed, 302 insertions, 82 deletions
diff --git a/src/command.cpp b/src/command.cpp
index ab134e9..d0ee45b 100644
--- a/src/command.cpp
+++ b/src/command.cpp
@@ -24,4 +24,11 @@ void WindowUnFocus::execute( GameState &game ){
}
// Keyboard commands
-
+KeyboardDownReleased::~KeyboardDownReleased(){}
+void KeyboardDownReleased::execute( GameState &game ){
+ game.releaseDown();
+}
+KeyboardDownPressed::~KeyboardDownPressed(){}
+void KeyboardDownPressed::execute( GameState &game ){
+ game.pressDown();
+}
diff --git a/src/command.h b/src/command.h
index 5af7517..a40e786 100644
--- a/src/command.h
+++ b/src/command.h
@@ -28,5 +28,13 @@ class WindowUnFocus: public Command {
};
// Keyboard commands
+class KeyboardDownReleased: public Command {
+ ~KeyboardDownReleased();
+ void execute( GameState &state ) override;
+};
+class KeyboardDownPressed: public Command {
+ ~KeyboardDownPressed();
+ void execute( GameState &state ) override;
+};
#endif
diff --git a/src/game.cpp b/src/game.cpp
index aae7e7f..1ed8cc0 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1,8 +1,30 @@
#include "game.h"
-GameState::GameState():
+GameState::GameState(Renderer* renderer, float scale_):
closed_ {false},
- paused_ {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(){
@@ -21,3 +43,79 @@ bool GameState::isPaused(){
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(){}
diff --git a/src/game.h b/src/game.h
index 118d642..8965010 100644
--- a/src/game.h
+++ b/src/game.h
@@ -1,19 +1,59 @@
#ifndef GAME_H
#define GAME_H
+#include "renderer.h"
+#include "piece.h"
+#include "point.h"
+#include "texture.h"
class GameState{
private:
bool closed_;
bool paused_;
+ int timeAdvance_;
+ int timeCounterAdvance_;
+ int timeLevelUp_;
+ int timeCounterLevelUp_;
+
+ Renderer* renderer_;
+
+ enum class Direction{
+ NONE,
+ LEFT,
+ RIGHT
+ };
+ Direction xdirection_;
+ int yspeed_;
+
+ static const int SQUARE_SIZE = 16;
+ static const int GRID_WIDTH = 16;
+ static const int GRID_HEIGHT = 32;
+
+
+ int grid [GRID_HEIGHT][GRID_WIDTH];
+ Piece piece_;
+
+ float scale_;
+
+ Texture blockTexture_;
public:
- GameState();
+ GameState(Renderer* renderer, float scale);
void close();
void resume();
void pause();
bool isClosed();
bool isPaused();
+ void update(unsigned int dt);
+ void render();
+
+ void pressRotate();
+ void pressDown();
+ void releaseDown();
+ void pressLeft();
+ void releaseLeft();
+ void pressRight();
+ void releaseRight();
};
#endif
diff --git a/src/keyboard.cpp b/src/keyboard.cpp
index b3efada..1eff1d1 100644
--- a/src/keyboard.cpp
+++ b/src/keyboard.cpp
@@ -2,9 +2,13 @@
Keyboard::Keyboard(){
nop = new Nop;
+ pressedDown = new KeyboardDownPressed;
+ releasedDown = new KeyboardDownReleased;
}
Keyboard::~Keyboard(){
delete nop;
+ delete pressedDown;
+ delete releasedDown;
}
Command* Keyboard::handleEvent( SDL_Event e ){
@@ -19,11 +23,19 @@ Command* Keyboard::handleEvent( SDL_Event e ){
}
Command* Keyboard::pressed( SDL_Keycode k, Uint16 mod ){
- // TODO
- return nop;
+ switch(k){
+ case SDLK_DOWN:
+ return pressedDown;
+ default:
+ return nop;
+ }
}
Command* Keyboard::released( SDL_Keycode k, Uint16 mod ){
- // TODO
- return nop;
+ switch(k){
+ case SDLK_DOWN:
+ return releasedDown;
+ default:
+ return nop;
+ }
}
diff --git a/src/keyboard.h b/src/keyboard.h
index fd4680e..561fda2 100644
--- a/src/keyboard.h
+++ b/src/keyboard.h
@@ -16,6 +16,8 @@ class Keyboard{
// Keycodes: https://wiki.libsdl.org/SDL_Keycode
private:
Command* nop;
+ Command* pressedDown;
+ Command* releasedDown;
};
#endif
diff --git a/src/main.cpp b/src/main.cpp
index fb4a6b5..1cc27d3 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -18,44 +18,6 @@ const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int WALKING_ANIMATION_FRAMES = 7;
-void loop( Renderer &renderer, Texture &gSpriteSheetTexture, SDL_Rect* gSpriteClips, Uint32 dt){
- static int frame;
-
- renderer.clear();
- SDL_Rect* currentClip = &gSpriteClips[ frame / WALKING_ANIMATION_FRAMES ];
-
-
- // Txanpona mugitu:
- float vx = 100; // px/s
- static float xpos0;
- float xpos = xpos0 + dt/1000.f * vx;
- xpos0 = xpos;
-
- float g = 75; // px/(s^2)
- static float vy0 = 100; // px/s
- static float ypos0;
- float vy = vy0 -(dt/1000.f * g) ;
- float ypos = ypos0 + dt/1000.f * vy;
- ypos0 = ypos;
- vy0 = vy;
- if ( ypos0 < 0 ) { ypos0 = 0; }
- if ( ypos < 0 ) { ypos = 0; }
-
- gSpriteSheetTexture.render(xpos, (SCREEN_HEIGHT/2 -20) - ypos, currentClip);
-
- //Update screen
- renderer.update();
- ++frame;
-
- //Cycle animation
- if( frame / WALKING_ANIMATION_FRAMES >= WALKING_ANIMATION_FRAMES )
- {
- frame = 0;
- }
- return;
-
-}
-
int
main( int argc, char* args[] ) {
@@ -67,38 +29,12 @@ main( int argc, char* args[] ) {
Window window {"This is the title", SCREEN_WIDTH, SCREEN_HEIGHT};
Renderer renderer;
renderer.init(window.window());
- renderer.setScale(2,2);
-
- //The window we'll be rendering to
- SDL_Rect gSpriteClips[ WALKING_ANIMATION_FRAMES ];
- Texture gSpriteSheetTexture {renderer.renderer()};
-
-
- //Load sprite sheet texture
- if(-1 ==gSpriteSheetTexture.loadFromFile( "assets/money.png" ) )
- {
- return -1;
- }
- else
- {
- for( int i =0; i < WALKING_ANIMATION_FRAMES; i++){
- //Set sprite clips
- gSpriteClips[ i ].x = i*16;
- gSpriteClips[ i ].y = 0;
- gSpriteClips[ i ].w = 16;
- gSpriteClips[ i ].h = 16;
- }
- }
-
-
- // BODY
- ///////////////////////////////////////////////////////////////////////////
const Uint32 LOOP_TIME = 20L; // milliseconds
Timer timer;
timer.start();
- GameState game;
+ GameState game {&renderer, 2.0};
Keyboard keys;
while( true )
@@ -107,7 +43,6 @@ main( int argc, char* args[] ) {
SDL_Event e;
while( SDL_PollEvent( &e ) != 0 )
{
- // Maybe add commands in a queue or a better defined stream?
window.handleEvent(e)->execute(game);
keys.handleEvent(e)->execute(game);
}
@@ -117,10 +52,11 @@ main( int argc, char* args[] ) {
// GAME LOOP:
- loop(renderer, gSpriteSheetTexture, gSpriteClips, timer.elapsed());
+ game.update( timer.elapsed() );
+ game.render();
- // Loop time calculation:
next:
+ // Loop time calculation:
timer.restart();
timer.waitUntil( LOOP_TIME );
}
diff --git a/src/piece.cpp b/src/piece.cpp
new file mode 100644
index 0000000..51e8dc7
--- /dev/null
+++ b/src/piece.cpp
@@ -0,0 +1,71 @@
+#include "piece.h"
+
+Piece::Piece(Piece::PieceType type, int xpos){
+ switch (type){
+ case PieceType::LINE:
+ blocks[0] = { 1, 0 };
+ blocks[1] = { 1, 1 };
+ blocks[2] = { 1, 2 };
+ blocks[3] = { 1, 3 };
+ break;
+ case PieceType::BLOCK:
+ blocks[0] = { 1, 1 };
+ blocks[1] = { 1, 2 };
+ blocks[2] = { 2, 1 };
+ blocks[3] = { 2, 2 };
+ break;
+ case PieceType::S:
+ blocks[0] = { 1, 0 };
+ blocks[1] = { 1, 1 };
+ blocks[2] = { 1, 2 };
+ blocks[3] = { 1, 3 };
+ break;
+ case PieceType::T:
+ blocks[0] = { 1, 0 };
+ blocks[1] = { 1, 1 };
+ blocks[2] = { 1, 2 };
+ blocks[3] = { 1, 3 };
+ break;
+ case PieceType::L:
+ blocks[0] = { 1, 0 };
+ blocks[1] = { 1, 1 };
+ blocks[2] = { 1, 2 };
+ blocks[3] = { 1, 3 };
+ break;
+ }
+ position_ = {xpos, 0};
+}
+
+void Piece::initIterator(){
+ iterator = 0;
+}
+
+Point* Piece::nextAbsBlockPos(){
+ current_block_ = blocks[iterator++];
+ current_block_.x += position_.x;
+ current_block_.y += position_.y;
+ if( iterator > SIZE ){
+ iterator = 0;
+ return nullptr;
+ }
+ return &current_block_;
+}
+
+void Piece::rotate(){
+ int tmp;
+
+ // FLIP
+ for( int i = 0; i < SIZE; i++ ){
+ tmp = blocks[i].y;
+ blocks[i].y = blocks[i].x;
+ blocks[i].x = tmp;
+ }
+ // MIRROR
+ for( int i = 0; i < SIZE; i++ ){
+ blocks[i].x = blocks[i].x * (-1) + (SIZE-1);
+ }
+}
+
+void Piece::advance(){
+ position_.y++;
+}
diff --git a/src/piece.h b/src/piece.h
new file mode 100644
index 0000000..53bd112
--- /dev/null
+++ b/src/piece.h
@@ -0,0 +1,32 @@
+#ifndef PIECES_H
+#define PIECES_H
+
+#include "point.h"
+
+class Piece {
+ const static int SIZE = 4;
+ Point blocks [SIZE];
+ Point current_block_;
+ Point position_;
+ int iterator;
+
+ public:
+ enum class PieceType{
+ LINE,
+ BLOCK,
+ S,
+ T,
+ L
+ };
+
+ Piece(PieceType type, int xpos);
+
+ Point getPosition();
+ void rotate();
+ void advance();
+
+ void initIterator();
+ Point* nextAbsBlockPos();
+};
+
+#endif
diff --git a/src/point.h b/src/point.h
new file mode 100644
index 0000000..f67327b
--- /dev/null
+++ b/src/point.h
@@ -0,0 +1,8 @@
+#ifndef POINT_H
+#define POINT_H
+
+struct Point {
+ int x, y;
+};
+
+#endif
diff --git a/src/renderer.cpp b/src/renderer.cpp
index 2f90a8d..352b89b 100644
--- a/src/renderer.cpp
+++ b/src/renderer.cpp
@@ -29,7 +29,7 @@ SDL_Renderer * Renderer::renderer(){
return renderer_;
}
-void Renderer::setScale(int scaleX, int scaleY){
+void Renderer::setScale(float scaleX, float scaleY){
if( SDL_RenderSetScale(renderer_, scaleX, scaleY) < 0){
printf("Unable to set scale in renderer: %s", SDL_GetError());
}
diff --git a/src/renderer.h b/src/renderer.h
index b76b831..36f64bc 100644
--- a/src/renderer.h
+++ b/src/renderer.h
@@ -1,3 +1,5 @@
+#ifndef RENDERER_H
+#define RENDERER_H
#include <SDL2/SDL.h>
class Renderer{
@@ -9,7 +11,9 @@ class Renderer{
void clear();
void update();
SDL_Renderer* renderer();
- void setScale(int scaleX, int scaleY);
+ void setScale(float scaleX, float scaleY);
private:
SDL_Renderer* renderer_;
};
+
+#endif
diff --git a/src/texture.h b/src/texture.h
index 311db4a..00779ff 100644
--- a/src/texture.h
+++ b/src/texture.h
@@ -1,3 +1,5 @@
+#ifndef TEXTURE_H
+#define TEXTURE_H
#include <SDL2/SDL.h>
#include <string>
@@ -13,3 +15,4 @@ class Texture{
int h_;
SDL_Renderer* renderer_;
};
+#endif
diff --git a/src/window.cpp b/src/window.cpp
index cb25e94..a848de7 100644
--- a/src/window.cpp
+++ b/src/window.cpp
@@ -46,6 +46,8 @@ Command* Window::handleEvent(SDL_Event e){
return focus;
case SDL_WINDOWEVENT_FOCUS_LOST:
return unfocus;
+ // case SDL_WINDOWEVENT_SIZE_CHANGED:
+ // return resize;
default:
return nop;
}
diff --git a/src/window.h b/src/window.h
index ee4c146..2bc917a 100644
--- a/src/window.h
+++ b/src/window.h
@@ -1,12 +1,9 @@
#ifndef WINDOW_H
#define WINDOW_H
#include "command.h"
+#include "point.h"
#include<SDL2/SDL.h>
-struct Point{
- int x, y;
-};
-
class Window{
public: