Úprva priečinkov

This commit is contained in:
SGOrava 2015-04-06 16:25:37 +02:00
parent 0792d55823
commit a873e63cff
31 changed files with 0 additions and 2330 deletions

23
LICENCE
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Copyright (c) 2014, [SG]Orava
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

228
game.cpp
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#include "game.hpp"
#include "gamestate.hpp"
game::game()
{ }
game::~game()
{ }
bool game::Init()
{
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO ) == -1 )
{
cerr << "[ERROR] Cannot init SDL" << endl;
m_bRunning = false;
return false;
}
SDL_EnableUNICODE ( SDL_ENABLE );
SDL_WM_SetCaption ( "[SG]Tetris", NULL );
m_pScreen = SDL_SetVideoMode ( WIDTH * SIZE + 130, HEIGHT * SIZE, 32, SDL_HWSURFACE | SDL_DOUBLEBUF );
if ( m_pScreen == NULL )
{
cerr << "[ERROR] Cannot setup screen" << endl;
m_bRunning = false;
return false;
}
if ( TTF_Init() )
{
cerr << "[ERROR] Cannot init SDL_ttf" << endl;
m_bRunning = false;
return false;
}
m_bRunning = Load();
m_bGameOver = false;
tick = 0;
return m_bRunning;
}
bool game::Load()
{
fontMenu = TTF_OpenFont ( "data-latin.ttf", 38 );
if ( fontMenu == NULL )
{
cerr << "[ERROR] Cannot load font 'data-latin.ttf'" << endl;
return false;
}
fontGame = TTF_OpenFont ( "handelgotd.ttf", 30 );
if ( fontGame == NULL )
{
cerr << "[ERROR] Cannot load font 'handelgotd.ttf'" << endl;
return false;
}
return true;
}
void game::ChangeState ( GameState * state )
{
// cleanup the current state
if ( !states.empty() )
{
states.back()->Clean();
states.pop_back();
}
// store and init the new state
states.push_back ( state );
states.back()->Init();
}
void game::PushState ( GameState * state )
{
// pause current state
if ( !states.empty() )
{
states.back()->Pause();
}
// store and init the new state
states.push_back ( state );
states.back()->Init();
}
void game::PopState()
{
// cleanup the current state
if ( !states.empty() )
{
states.back()->Clean();
states.pop_back();
}
// resume previous state
if ( !states.empty() )
{
states.back()->Resume();
}
}
void game::DelStateF()
{
// cleanup the first state
if ( !states.empty() )
{
states.front()->Clean();
states.erase(states.begin());
}
}
# ifdef DEBUG
int game::CountStates()
{
return states.size();
}
# endif
void game::HandleEvents()
{
states.back()->HandleEvents ( this );
}
void game::Update()
{
states.back()->Update ( this );
}
void game::Draw()
{
states.back()->Draw ( this );
}
SDL_Surface * game::GetScreen()
{
return m_pScreen;
}
bool game::Running()
{
return m_bRunning;
}
void game::Clean()
{
# ifdef DEBUG
cout << "Cleanning..." << endl;
# endif
TTF_CloseFont ( fontMenu );
TTF_Quit();
SDL_Quit();
}
void game::Quit()
{
m_bRunning = false;
# ifdef DEBUG
cout << "Shutting down..." << endl;
# endif
}
void game::ReduceFPS()
{
if ( 1000 / FPS > ( SDL_GetTicks() - start ) )
{
SDL_Delay ( 1000 / FPS - ( SDL_GetTicks() - start ) );
}
}
void game::UpdateFPS()
{
if ( tick <= FPS )
{
tick += 1;
}
else
{
tick = 1;
}
}
Uint32 game::GetStart()
{
return start;
}
void game::SetStart ( Uint32 start )
{
this->start = start;
}
TTF_Font * game::GetfontGame()
{
return fontGame;
}
TTF_Font * game::GetfontMenu()
{
return fontMenu;
}

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#ifndef GAME_HPP_INCLUDED
#define GAME_HPP_INCLUDED
#include <iostream>
#include <vector>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include "map.hpp"
#include "part.hpp"
using namespace std;
class GameState;
class game
{
public:
game();
~game();
bool Init();
bool Load();
void ChangeState ( GameState * state );
void PushState ( GameState * state );
void PopState();
void DelStateF();
# ifdef DEBUG
int CountStates();
# endif
void HandleEvents();
void Update();
void Draw();
SDL_Surface * GetScreen();
Uint32 GetStart();
TTF_Font * GetfontMenu();
TTF_Font * GetfontGame();
void SetStart ( Uint32 start );
void SetRunning ( bool m_bRunning );
void Clean();
bool Running();
void Quit();
void ReduceFPS();
void UpdateFPS();
private:
SDL_Surface * m_pScreen;
vector <GameState *> states;
bool m_bRunning;
bool m_bGameOver;
TTF_Font * fontMenu;
TTF_Font * fontGame;
Uint32 start;
int tick;
};
#endif

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#ifndef GAME_STATE_HPP_INCLUDED
#define GAME_STATE_HPP_INCLUDED
#include "game.hpp"
class GameState
{
public:
virtual void Init() = 0;
virtual void Clean() = 0;
virtual void Pause() = 0;
virtual void Resume() = 0;
virtual void HandleEvents ( game * Game ) = 0;
virtual void Update ( game * Game ) = 0;
virtual void Draw ( game * Game ) = 0;
void ChangeState ( game * Game, GameState * state )
{
Game->ChangeState ( state );
}
protected:
GameState() { }
bool FirstRun;
};
#endif

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#include "global.hpp"
void drawQuad ( SDL_Surface * screen, short int x, short int y, int color )
{
SDL_Rect rect = {x, y, SIZE, SIZE};
SDL_FillRect ( screen, &rect, color );
}
void apply_surface ( int x, int y, SDL_Surface * source, SDL_Surface * destination, SDL_Rect * clip )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface ( source, clip, destination, &offset );
}
SDL_Color make_color ( Uint8 r, Uint8 g, Uint8 b )
{
SDL_Color color = {r, g, b};
return color;
}

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#ifndef GLOBAL_HPP_INCLUDED
#define GLOBAL_HPP_INCLUDED
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <sstream>
#include <cstdio>
#include "resource.hpp"
void drawQuad ( SDL_Surface* screen, short int x, short int y, int color );
void apply_surface ( int x, int y, SDL_Surface * source, SDL_Surface * destination, SDL_Rect * clip = NULL );
SDL_Color make_color ( Uint8 r, Uint8 g, Uint8 b );
#endif

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#include <iostream>
#include <ctime>
#include <cstdlib>
#include <SDL/SDL.h>
#include "resource.hpp"
#include "global.hpp"
#include "game.hpp"
#include "states.hpp"
using namespace std;
int main ( int argc, char ** argv )
{
srand ( time ( NULL ) );
game Game;
if ( !Game.Init() )
{
return 0;
}
Game.ChangeState ( MenuState::Instance() );
while ( Game.Running() )
{
Game.SetStart ( SDL_GetTicks() );
Game.HandleEvents();
Game.Update();
Game.Draw();
Game.ReduceFPS();
}
Game.Clean();
return 0;
}

140
map.cpp
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#include "map.hpp"
map::map()
{
reset();
}
void map::reset()
{
for (int y = 0; y < HEIGHT; y++)
{
for (int x = 0; x < WIDTH; x++)
{
data[y][x] = 0;
}
}
}
bool map::isCollision(part Part, bool strict)
{
for (int y = 0; y < 4; y++)
{
for (int x = 0; x < 4; x++)
{
if (strict)
{
if ( (Part.getPosY() + y >= 0) &&
( ( data[Part.getPosY() + y][Part.getPosX() + x] && Part.getElement(x, y) ) ||
( Part.getElement(x, y) && Part.getPosX() + x >= WIDTH)) )
{
return true;
}
}
else
{
if ( (Part.getPosY() + y >= 0) &&
( ( data[Part.getPosY() + y + 1][Part.getPosX() + x] && Part.getElement(x, y) ) ||
( Part.getElement(x, y) && Part.getPosY() + y >= HEIGHT - 1)) )
{
return true;
}
}
}
}
return false;
}
void map::addPart(part Part)
{
for (int y = 0; y < 4; y++)
{
for (int x = 0; x < 4; x++)
{
if (Part.getElement(x, y))
data[Part.getPosY() + y][Part.getPosX() + x] = Part.getColor() + 1;
}
}
}
void map::applyGravity(int h)
{
int tmp = 0;
for (int y = h; y > -1; y--)
{
for (int x = 0; x < WIDTH; x++)
{
if (y < (HEIGHT - 1) && data[y + 1][x] == 0 && data[y][x])
{
tmp = data[y + 1][x];
data[y + 1][x] = data[y][x];
data[y][x] = 0;
}
}
}
}
int map::destroyLines()
{
int pocet = 0;
for (int y = 0; y < HEIGHT; y++)
{
bool good = true;
for (int x = 0; x < WIDTH; x++)
{
if (!data[y][x])
{
good = false;
break;
}
}
if (good)
{
for (int x = 0; x < WIDTH; x++)
{
data[y][x] = 0;
}
applyGravity(y);
pocet++;
y = 0;
}
}
return pocet;
}
bool map::isFull()
{
for (int x = 0; x < WIDTH; x++)
{
if (data[0][x])
{
return true;
}
}
return false;
}
void map::draw(SDL_Surface *screen)
{
for(int i = 0; i < HEIGHT; i++)
{
for(int m = 0; m < WIDTH; m++)
{
if(data[i][m])
{
drawQuad(screen, m * SIZE, i * SIZE, colors[data[i][m] - 1]);
}
}
}
}

29
map.hpp
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#ifndef MAP_HPP_INCLUDED
#define MAP_HPP_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include "resource.hpp"
#include "part.hpp"
#include "global.hpp"
class map
{
private:
int data[HEIGHT][WIDTH];
public:
map();
void reset();
bool isCollision ( part Part, bool strict = false );
void addPart ( part Part );
void applyGravity ( int h );
int destroyLines();
bool isFull();
void draw ( SDL_Surface * screen );
};
#endif

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#include "menu.hpp"
Menu::Menu()
{
select = 0;
# ifdef DEBUG
cout << "First item selected" << endl;
# endif
}
Menu::~Menu()
{
}
void Menu::addItem(const char* nazov, void (* action)(game*))
{
MenuItem item = MenuItem(nazov, action);
polozky.push_back(item);
# ifdef DEBUG
cout << "Item was added" << endl;
# endif
}
void Menu::Execute(game* Game)
{
polozky[select].Execute(Game);
}
void Menu::Draw(game* Game)
{
int i = 0;
for (vector<MenuItem>::iterator it = polozky.begin(); it != polozky.end(); it++)
{
it->draw(Game, 100, (i * 50 + 50), (i == select));
i++;
}
}
void Menu::Down(game* Game)
{
if (polozky.size() > (select + 1))
{
select++;
# ifdef DEBUG
cout << "Next item" << endl;
# endif
}
}
void Menu::Up(game* Game)
{
if (select > 0)
{
# ifdef DEBUG
cout << "Previous item" << endl;
# endif
select--;
}
}

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#ifndef MENU_HPP_INCLUDED
#define MENU_HPP_INCLUDED
#include <iostream>
#include <vector>
#include "game.hpp"
#include "menuitem.hpp"
using namespace std;
class Menu
{
public:
Menu();
~Menu();
void addItem ( const char * nazov, void ( * action ) ( game * ) );
void Execute ( game * Game );
void Draw ( game * Game );
void Down ( game * Game );
void Up ( game * Game );
private:
vector <MenuItem> polozky;
int select;
};
#endif

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#include "menuitem.hpp"
MenuItem::MenuItem(const char* nazov, void (* action)(game*))
{
this->nazov = nazov;
this->action = action;
}
void MenuItem::Execute(game* Game)
{
# ifdef DEBUG
cout << "Executing..." << endl;
# endif
action(Game);
}
void MenuItem::draw(game* Game, int x, int y, bool active)
{
SDL_Color textColor;
if (active)
{
textColor = make_color(123, 123, 255);
}
else
{
textColor = make_color(255, 255, 255);
}
message = TTF_RenderText_Solid( Game->GetfontMenu(), nazov, textColor);
apply_surface(x, y, message, Game->GetScreen());
SDL_FreeSurface(message);
}

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#ifndef MENUITEM_HPP_INCLUDED
#define MENUITEM_HPP_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include "global.hpp"
#include "game.hpp"
using namespace std;
class MenuItem
{
public:
MenuItem ( const char * nazov, void ( * action ) ( game * ) );
void Execute ( game * Game );
void draw ( game * Game, int x, int y, bool active = false );
private:
void ( * action ) ( game * );
const char * nazov;
SDL_Surface * message;
SDL_Color text_color;
};
#endif

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#include "states.hpp"
MenuState MenuState::m_MenuState;
void MenuState::Init()
{
menu = new Menu();
menu->addItem("Play", play);
menu->addItem("High Score", score);
# ifdef DEBUG
menu->addItem("Debug Info", Debug_Info);
# endif
menu->addItem("Exit", quit);
# ifdef DEBUG
std::cout << "MenuState Init Successful" << std::endl;
# endif
}
void MenuState::Clean()
{
delete menu;
# ifdef DEBUG
std::cout << "MenuState Clean Successful" << std::endl;
# endif
}
void MenuState::Pause()
{
# ifdef DEBUG
std::cout << "MenuState Paused" << std::endl;
# endif
}
void MenuState::Resume()
{
# ifdef DEBUG
std::cout << "MenuState Resumed" << std::endl;
# endif
}
void MenuState::HandleEvents(game* Game)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
Game->Quit();
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
{
Game->Quit();
}
break;
case SDLK_DOWN:
menu->Down(Game);
break;
case SDLK_UP:
menu->Up(Game);
break;
case SDLK_SPACE:
menu->Execute(Game);
break;
case SDLK_RETURN:
menu->Execute(Game);
break;
}
break;
}
}
}
void MenuState::Update(game* Game)
{
SDL_FillRect(Game->GetScreen(), NULL, 0x000000);
}
// We have to change the way we get the screen in this function
void MenuState::Draw(game* Game)
{
menu->Draw(Game);
SDL_Flip(Game->GetScreen());
}
void MenuState::play(game* Game)
{
Game->ChangeState(PlayState::Instance());
}
void MenuState::score(game* Game)
{
Game->PushState(ScoreState::Instance());
}
void MenuState::quit(game* Game)
{
Game->Quit();
}
# ifdef DEBUG
void MenuState::Debug_Info(game* Game)
{
std::cout << "\n\n=== DEBUG INFO ===\n" << std::endl;
std::cout << "Number of States: " << Game->CountStates() << std::endl;
std::cout << "\n=== Debug Info ===\n\n" << endl;
}
# endif

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#ifndef MENU_STATE_HPP_INCLUDED
#define MENU_STATE_HPP_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include "game.hpp"
#include "gamestate.hpp"
#include "menuitem.hpp"
#include "menu.hpp"
class MenuState : public GameState
{
public:
void Init();
void Clean();
void Pause();
void Resume();
void HandleEvents ( game * Game );
void Update ( game * Game );
void Draw ( game * Game );
// Implement Singleton Pattern
static MenuState * Instance()
{
return &m_MenuState;
}
static void play ( game * Game );
static void score ( game * Game );
static void quit ( game * Game );
# ifdef DEBUG
static void Debug_Info ( game * Game );
# endif
protected:
MenuState() {}
private:
static MenuState m_MenuState;
Menu * menu;
};
#endif

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part.cpp
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#include "part.hpp"
part::part()
{
posX = WIDTH / 2 - 1;
posY = -4;
generate();
}
void part::fillData()
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
data[i][j] = Shapes[shapeIndex][i][j];
}
}
}
void part::generate()
{
int g;
g = (rand() % 7) * 4;
shapeIndex = (ShapeIndexes)g;
color = g / 4;
fillData();
}
void part::move(int x, int y)
{
if (isValid(x, y))
{
posX += x;
posY += y;
}
}
void part::rotate()
{
int coIndex;
coIndex = shapeIndex;
shapeIndex = ((shapeIndex + 1) % 4 == 0 ? shapeIndex - 3 : shapeIndex + 1);
fillData();
if (!isValid())
{
shapeIndex = coIndex;
fillData();
}
}
bool part::isValid(int xOffset, int yOffset)
{
for (int y = 0; y < 4; y++)
{
for (int x = 0; x < 4; x++)
{
if ( (data[y][x] && (posX + x + xOffset >= WIDTH || posX + xOffset < 0)) || (data[y][x] && (posY + y + yOffset > HEIGHT)) )
{
# ifdef DEBUG
cout << "InValid" << endl;
# endif
return false;
}
}
}
# ifdef DEBUG
cout << "Valid" << endl;
# endif
return true;
}
void part::draw(SDL_Surface *screen)
{
for (int i = 0; i < 4 ;i++)
{
for (int m = 0; m < 4; m++)
{
if (data[i][m])
{
drawQuad(screen, (m + posX) * SIZE, (i + posY) * SIZE, colors[color]);
}
}
}
}
void part::draw ( int startX, int startY, SDL_Surface * screen )
{
for (int i = 0; i < 4 ;i++)
{
for (int m = 0; m < 4; m++)
{
if (data[i][m])
{
drawQuad(screen, (m + posX) * SIZE + startX, (i + posY) * SIZE + startY, colors[color]);
}
}
}
}
int part::getPosX()
{
return posX;
}
int part::getPosY()
{
return posY;
}
int part::getElement(int x, int y)
{
return data[y][x];
}
int part::getColor()
{
return color;
}

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#ifndef PART_HPP_INCLUDED
#define PART_HPP_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include "resource.hpp"
#include "global.hpp"
using namespace std;
class part
{
private:
int shapeIndex;
int posX;
int posY;
void fillData();
protected:
int data[4][4];
int color;
public:
part();
void generate();
void move ( int x, int y );
void rotate();
bool isValid ( int xOffset = 0, int yOffset = 0 );
void draw ( SDL_Surface * screen );
void draw ( int startX, int startY, SDL_Surface * screen );
int getPosX();
int getPosY();
int getElement ( int x, int y );
int getColor();
};
#endif

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#include "states.hpp"
PauseState PauseState::m_PauseState;
void PauseState::Init()
{
menu = new Menu();
menu->addItem("Resume", resume);
menu->addItem("To menu", go_to_menu);
menu->addItem("Exit", quit);
# ifdef DEBUG
std::cout << "PauseState Init Successful" << std::endl;
# endif
}
void PauseState::Clean()
{
delete menu;
# ifdef DEBUG
std::cout << "PauseState Clean Successful" << std::endl;
# endif
}
void PauseState::Pause()
{
# ifdef DEBUG
std::cout << "PauseState Paused" << std::endl;
# endif
}
void PauseState::Resume()
{
# ifdef DEBUG
std::cout << "PauseState Resumed" << std::endl;
# endif
}
void PauseState::HandleEvents(game* Game)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
Game->Quit();
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
Game->PopState();
break;
case SDLK_DOWN:
menu->Down(Game);
break;
case SDLK_UP:
menu->Up(Game);
break;
case SDLK_SPACE:
menu->Execute(Game);
break;
case SDLK_RETURN:
menu->Execute(Game);
break;
}
break;
}
}
}
void PauseState::Update(game* Game)
{
SDL_FillRect(Game->GetScreen(), NULL, 0x000000);
}
// We have to change the way we get the screen in this function
void PauseState::Draw(game* Game)
{
menu->Draw(Game);
SDL_Flip(Game->GetScreen());
}
void PauseState::resume(game* Game)
{
Game->PopState();
}
void PauseState::go_to_menu(game* Game)
{
Game->DelStateF();
Game->ChangeState(MenuState::Instance());
}
void PauseState::quit(game* Game)
{
Game->Quit();
}

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#ifndef PAUSE_STATE_HPP_INCLUDED
#define PAUSE_STATE_HPP_INCLUDED
#include <iostream>
#include <SDL/SDL.h>
#include "game.hpp"
#include "gamestate.hpp"
#include "menuitem.hpp"
#include "menu.hpp"
class PauseState : public GameState
{
public:
void Init();
void Clean();
void Pause();
void Resume();
void HandleEvents ( game * Game );
void Update ( game * Game );
void Draw ( game * Game );
// Implement Singleton Pattern
static PauseState * Instance()
{
return &m_PauseState;
}
static void resume ( game * Game );
static void go_to_menu ( game * Game );
static void quit ( game * Game );
protected:
PauseState() {}
private:
static PauseState m_PauseState;
Menu * menu;
};
#endif

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# include "game.hpp"
# include "states.hpp"
PlayState PlayState::m_PlayState;
void PlayState::Init()
{
Map = map();
Part = part();
Next = part();
level = 0;
lines = 0;
score = 0;
tick = 1;
nameEntered = false;
nameEntering = false;
message = NULL;
textColor = make_color(255, 255, 255);
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
# ifdef DEBUG
std::cout << "PlayState Init Successful" << std::endl;
# endif
}
void PlayState::Clean()
{
SDL_EnableKeyRepeat ( 0, 0 );
# ifdef DEBUG
std::cout << "PlayState Clean Successful" << std::endl;
# endif
}
void PlayState::Pause()
{
SDL_EnableKeyRepeat ( 0, 0 );
# ifdef DEBUG
std::cout << "PlayState Paused" << std::endl;
# endif
}
void PlayState::Resume()
{
SDL_EnableKeyRepeat ( REPAET_DELAY, SDL_DEFAULT_REPEAT_INTERVAL );
# ifdef DEBUG
std::cout << "PlayState Resumed" << std::endl;
# endif
}
void PlayState::HandleEvents ( game* Game )
{
SDL_Event event;
while ( SDL_PollEvent ( &event ) )
{
if ( event.type == SDL_QUIT)
Game->Quit();
/* Game Over - Write name for score */
if( nameEntering == true && nameEntered == false )
{
//Get user input
name.handle_input(Game, &event);
//If the enter key was pressed
if( ( event.type == SDL_KEYDOWN ) && ( event.key.keysym.sym == SDLK_RETURN ) )
{
//Change the flag
nameEntered = true;
nameEntering = false;
Save(name.GetStr(), lines);
name.Clear();
//Free the old message surface
SDL_FreeSurface( message );
//Change the message
}
name.show_centered(Game);
}
/* Game key logic... */
else
{
switch ( event.type )
{
/* key pressed.... */
case SDL_KEYDOWN:
switch ( event.key.keysym.sym )
{
/* ESCAPE - Pause game (run PauseState) */
case SDLK_ESCAPE:
{
//Game->SetRunning(false);
Game->PushState ( PauseState::Instance() );
}
break;
/* move part to the right */
case SDLK_RIGHT:
{
/* */
part p = Part;
# ifdef DEBUG
std::cout << "move to Right: ";
# endif
Part.move ( 1, 0 );
if ( Map.isCollision ( Part, true ) )
{
# ifdef DEBUG
std::cout << "Collision" << std::endl;
# endif
Part = p;
}
}
break;
case SDLK_LEFT:
{
part p = Part;
# ifdef DEBUG
std::cout << "move to Left: ";
# endif
Part.move ( -1, 0 );
if ( Map.isCollision ( Part, true ) )
{
# ifdef DEBUG
std::cout << "Collision" << std::endl;
# endif
Part = p;
}
}
break;
case SDLK_DOWN:
# ifdef DEBUG
std::cout << "move to Down: ";
# endif
if ( !Map.isCollision ( Part ) )
{
Part.move ( 0, 1 );
}
else
{
# ifdef DEBUG
std::cout << "Collision" << std::endl;
# endif
}
break;
case SDLK_UP:
{
part p = Part;
# ifdef DEBUG
std::cout << "Rotate: ";
# endif
Part.rotate();
if ( Map.isCollision ( Part, true ) )
{
# ifdef DEBUG
std::cout << "Map: Collission" << std::endl;
# endif
Part = p;
}
}
break;
case SDLK_SPACE:
# ifdef DEBUG
std::cout << "move to Bottom" << std::endl;
# endif
while ( !Map.isCollision ( Part ) )
{
Part.move ( 0, 1 );
tick = ( FPS / ( ( level > 30 ) ? 30 : level ) ) - 1;
}
break;
case SDLK_RETURN:
{
# ifdef DEBUG
std::cout << "continue" << std::endl;
# endif
//Game->m_bGameOver = false;
}
break;
}
break;
}
}
}
}
void PlayState::Update ( game* Game )
{
/* kontrola či je plné hracie pole... */
if ( Map.isFull() )
{
/* Start enter name */
nameEntering = true;
if (nameEntered)
{
nameEntering = false;
nameEntered = false;
//text.setString("Score " + intToStr(Map.getScore()) + "\n" + "Press enter");
Map.reset();
lines = 0;
level = 1;
}
}
if (!nameEntering)
{
if ( level == 0 )
{
level = 1;
}
if ( tick % ( FPS / ( ( level > 30 ) ? 30 : level ) ) == 0 && !Map.isCollision ( Part ) )
{
# ifdef DEBUG
std::cout << "move to Down: ";
# endif
Part.move ( 0, 1 );
}
/*
if ( tick % ( FPS / ( ( level > 30 ) ? 30 : level ) ) != 0 && Map.isCollision ( Part ) && tick != ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
std::cout << "DEBUG" << std::endl;
*/
if ( Map.isCollision ( Part ) && ( tick ) == ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
{
int count;
Map.addPart ( Part );
count = Map.destroyLines();
lines += count;
// level = (lines >= 5) ? (lines / 10) : 0;
level = lines / 10 + 1;
# ifdef DEBUG
std::cout << "Lines: " << lines << std::endl;
std::cout << "Level: " << level << std::endl;
# endif
Part = Next;
Next = part();
}
if ( tick < FPS )
{
tick++;
}
else
{
tick = 1;
}
}
}
void PlayState::Draw ( game* Game )
{
if (!nameEntering)
{
SDL_FillRect ( Game->GetScreen(), NULL, 0x000000 );
SDL_Rect rect = {WIDTH * SIZE, 0, 130, HEIGHT * SIZE};
SDL_FillRect ( Game->GetScreen(), &rect, 0x111111 );
Map.draw ( Game->GetScreen() );
Part.draw ( Game->GetScreen() );
Next.draw ( 165, 100, Game->GetScreen() );
PlayInfo(this, Game);
}
else
{
SDL_FillRect ( Game->GetScreen(), NULL, 0x000000 );
message = TTF_RenderText_Solid( Game->GetfontGame(), "Enter Name: ", textColor );
apply_surface(10, 40, message, Game->GetScreen());
name.show_centered(Game);
}
SDL_Flip ( Game->GetScreen() );
}
void PlayState::Save ( string Name, int Lines )
{
ofstream file;
file.open(".score", ios_base::app);
if (file.is_open())
{
file << Name << " " << Lines << endl;
file.close();
}
else
{
cerr << "Cannot open file '.score'" << endl;
}
}
void PlayInfo ( PlayState * Info, game * Game )
{
SDL_Color textColor;
SDL_Surface * message;
char temp[10];
textColor = make_color(255, 255, 255);
message = TTF_RenderText_Solid( Game->GetfontGame(), "Lines", textColor);
apply_surface(220, 150, message, Game->GetScreen());
std::sprintf ( temp, "%d", Info->lines);
message = TTF_RenderText_Solid( Game->GetfontGame(), temp, textColor);
apply_surface(220, 185, message, Game->GetScreen());
message = TTF_RenderText_Solid( Game->GetfontGame(), "Level", textColor);
apply_surface(220, 230, message, Game->GetScreen());
std::sprintf ( temp, "%d", Info->level);
message = TTF_RenderText_Solid( Game->GetfontGame(), temp, textColor);
apply_surface(220, 265, message, Game->GetScreen());
SDL_FreeSurface(message);
}

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@ -1,68 +0,0 @@
# ifndef PLAY_STATE_HPP_INCLUDED
# define PLAY_STATE_HPP_INCLUDED
# include <SDL/SDL.h>
# include <iostream>
# include <string>
# include <fstream>
# include "game.hpp"
# include "gamestate.hpp"
# include "resource.hpp"
# include "part.hpp"
# include "map.hpp"
# include "stringinput.hpp"
class PlayState : public GameState
{
public:
void Init();
void Clean();
void Pause();
void Resume();
void HandleEvents ( game * Game );
void Update ( game * Game );
void Draw ( game * Game );
// Implement Singleton Pattern
static PlayState * Instance()
{
return &m_PlayState;
}
friend void PlayInfo ( PlayState * Info, game * Game );
protected:
PlayState() {}
private:
void Save(string Name, int Lines);
static PlayState m_PlayState;
map Map;
part Part;
part Next;
int score;
int level;
int lines;
int tick;
bool nameEntered;
bool nameEntering;
SDL_Surface * message;
SDL_Color textColor;
StringInput name;
};
void PlayInfo ( PlayState * Info, game * Game );
# endif

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@ -1,21 +0,0 @@
#include "resource.hpp"
int colors[7] =
{
0xFF0000,
0x00FF00,
0x0000FF,
0xFF00FF,
0x00FFFF,
0xFFFF00,
0xFF8000
};
int points[4] =
{
40,
100,
300,
1200
};

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@ -1,203 +0,0 @@
# ifndef RESOURCE_HPP_INCLUDED
# define RESOURCE_HPP_INCLUDED
# define WIDTH 10
# define HEIGHT 20
# define SIZE 20
# define FPS 60
# define REPAET_DELAY 170
extern int colors[7];
extern int points[4];
enum ShapeIndexes { I = 0, O = 4, S = 8, Z = 12, T = 16, L = 20, J = 24 };
/* Šablóny hracích "kociak" */
const bool Shapes[][4][4] =
{
/* I */
{
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 1}
},
{
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 1}
},
/* O - kocka */
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{1, 1, 0, 0}
},
/* S */
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 1, 1, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 1, 1, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0}
},
/* Z */
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 1, 0}
},
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 0, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 1, 0}
},
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 0, 0},
{1, 0, 0, 0}
},
/* T */
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 1, 0}
},
{
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 0, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 0},
{0, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0}
},
/* L */
{
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{1, 1, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 0, 1, 0},
{1, 1, 1, 0}
},
/* J */
{
{0, 0, 0, 0},
{0, 1, 0, 0},
{0, 1, 0, 0},
{1, 1, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 1, 0}
},
{
{0, 0, 0, 0},
{1, 1, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0}
},
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 0},
{0, 0, 1, 0}
},
};
#endif

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#include "scoreitem.hpp"
ScoreItem::ScoreItem ( string Name, int Lines )
{
this->Name = Name;
this->Lines = Lines;
message = NULL;
textColor = make_color(255, 255, 255);
}
ScoreItem::~ScoreItem()
{
}
void ScoreItem::Draw ( game * Game, int y )
{
char temp[10];
message = TTF_RenderText_Solid( Game->GetfontMenu(), Name.c_str(), textColor);
apply_surface(105, y, message, Game->GetScreen());
std::sprintf ( temp, "%d", Lines);
message = TTF_RenderText_Solid( Game->GetfontMenu(), temp, textColor);
apply_surface(15, y, message, Game->GetScreen());
SDL_FreeSurface(message);
}
int ScoreItem::GetLines()
{
return Lines;
}

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#ifndef SCOREITEM_H
#define SCOREITEM_H
# include <iostream>
# include <SDL/SDL.h>
# include <SDL/SDL_ttf.h>
# include "game.hpp"
# include "global.hpp"
using namespace std;
class ScoreItem
{
public:
ScoreItem ( string Name, int Lines );
~ScoreItem();
int GetLines();
void Draw( game * Game, int y );
private:
string Name;
int Lines;
SDL_Surface * message;
SDL_Color textColor;
};
#endif // SCOREITEM_H

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@ -1,108 +0,0 @@
#include "scorestate.hpp"
bool operator< (ScoreItem First, ScoreItem Second )
{
return (First.GetLines() > Second.GetLines());
}
ScoreState ScoreState::m_ScoreState;
void ScoreState::Draw ( game * Game )
{
for (int i = 0; i < (Items.size() > 10 ? 10 : (int) Items.size()); i++)
{
Items[i].Draw(Game, i * 35);
}
SDL_Flip(Game->GetScreen());
}
void ScoreState::Update ( game * Game )
{
SDL_FillRect(Game->GetScreen(), NULL, 0x000000);
}
void ScoreState::HandleEvents ( game * Game )
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
Game->Quit();
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
Game->PopState();
break;
}
break;
}
}
}
void ScoreState::Resume()
{
# ifdef DEBUG
std::cout << "ScoreState Resumed" << std::endl;
# endif
}
void ScoreState::Pause()
{
# ifdef DEBUG
std::cout << "ScoreState Paused" << std::endl;
# endif
}
void ScoreState::Clean()
{
Items.clear();
# ifdef DEBUG
std::cout << "ScoreState Clean Successful" << std::endl;
# endif
}
void ScoreState::Init()
{
Load();
sort(Items.begin(), Items.end());
# ifdef DEBUG
std::cout << "ScoreState Init Successful" << std::endl;
# endif
}
void ScoreState::Load()
{
ifstream file;
string Name;
int Lines;
file.open(".score");
if (file.is_open())
{
while (!file.eof())
{
file >> Name;
file >> Lines;
if (!file.eof())
Items.push_back(ScoreItem(Name, Lines));
}
file.close();
}
else
cerr << "Cannot open file '.score'" << endl;
}

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#ifndef SCORESTATE_H
#define SCORESTATE_H
# include <iostream>
# include <vector>
# include <algorithm>
# include <fstream>
# include "gamestate.hpp"
# include "scoreitem.hpp"
using namespace std;
class ScoreState : public GameState
{
public:
void Init();
void Clean();
void Pause();
void Resume();
void HandleEvents ( game * Game );
void Update ( game * Game );
void Draw ( game * Game );
// Implement Singleton Pattern
static ScoreState * Instance()
{
return &m_ScoreState;
}
protected:
ScoreState() {}
private:
void Load();
static ScoreState m_ScoreState;
vector<ScoreItem> Items;
};
#endif // SCORESTATE_H

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# include "playstate.hpp"
# include "menustate.hpp"
# include "pausestate.hpp"
# include "scorestate.hpp"

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#include "stringinput.hpp"
StringInput::StringInput()
{
str = "";
text = NULL;
textColor = make_color ( 255, 255, 255 );
}
StringInput::~StringInput()
{
SDL_FreeSurface ( text );
}
void StringInput::handle_input ( game * Game, SDL_Event *event)
{
//If a key was pressed
if ( event->type == SDL_KEYDOWN )
{
//Keep a copy of the current version of the string
string temp = str;
//If the string less than maximum size
if ( str.length() <= 11 )
{
//If the key is a number
if ( ( event->key.keysym.unicode >= ( Uint16 ) '0' ) && ( event->key.keysym.unicode <= ( Uint16 ) '9' ) )
{
//Append the character
str += ( char ) event->key.keysym.unicode;
}
else if ( ( event->key.keysym.unicode == ( Uint16 ) '-' ) )
{
//Append the character
str += ( char ) event->key.keysym.unicode;
}
//If the key is a uppercase letter
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'A' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'Z' ) )
{
//Append the character
str += ( char ) event->key.keysym.unicode;
}
//If the key is a lowercase letter
else if ( ( event->key.keysym.unicode >= ( Uint16 ) 'a' ) && ( event->key.keysym.unicode <= ( Uint16 ) 'z' ) )
{
//Append the character
str += ( char ) event->key.keysym.unicode;
}
}
#ifdef DEBUG
cout << str << endl;
#endif
//If backspace was pressed and the string isn't blank
if ( ( event->key.keysym.sym == SDLK_BACKSPACE ) && ( str.length() != 0 ) )
{
//Remove a character from the end
str.erase ( str.length() - 1 );
}
//If the string was changed
if ( str != temp )
{
//Free the old surface
SDL_FreeSurface ( text );
//Render a new text surface
text = TTF_RenderText_Solid ( Game->GetfontGame(), str.c_str(), textColor );
}
}
}
void StringInput::show_centered ( game * Game )
{
//If the surface isn't blank
if ( text != NULL )
{
//Show the name
apply_surface ( 50, 85, text, Game->GetScreen() );
}
}
string StringInput::GetStr()
{
return str;
}
void StringInput::Clear()
{
str = "";
SDL_FreeSurface ( text );
text = NULL;
}

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#ifndef STRINGINPUT_H
#define STRINGINPUT_H
# include <iostream>
# include <string>
# include <SDL/SDL.h>
# include <SDL/SDL_ttf.h>
# include "game.hpp"
# include "global.hpp"
using namespace std;
class StringInput
{
public:
StringInput();
~StringInput();
string GetStr();
void handle_input( game * Game, SDL_Event * event );
void show_centered( game * Game );
void Clear();
private:
string str;
SDL_Surface *text;
SDL_Color textColor;
};
#endif // STRINGINPUT_H