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Main.cpp
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363 lines (313 loc) · 8.7 KB
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#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup") //prevents the console from opening
#include<SFML\Graphics.hpp>
#include <SFML\Audio.hpp>
#define PI 3.14159265359
typedef uint8_t byte;
byte grid[20][12];
byte colliders[20][12];
struct Vec2
{
byte y, x;
Vec2(){}
Vec2(byte dy, byte dx) : x(dx), y(dy){}
};
struct Piece
{
Vec2 a, b, c, d;
Piece(){}
Piece(byte ax, byte ay, byte bx, byte by, byte cx, byte cy, byte dx, byte dy)
: a(Vec2(ax,ay)), b(Vec2(bx, by)), c(Vec2(cx, cy)), d(Vec2(dx, dy)) {}
Piece(Vec2 da, Vec2 db, Vec2 dc, Vec2 dd)
: a(da), b(db), c(dc), d(dd){}
};
enum PIECE_TYPE
{
S, Z, L, J, SQR, I, T
};
Piece CreatePiece(PIECE_TYPE type)
{
switch (type)
{
case S : return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(0, 4), Vec2(2, 5));
break;
case Z: return Piece(Vec2(1, 4), Vec2(1, 5), Vec2(0, 5), Vec2(2, 4));
break;
case L: return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(1, 6), Vec2(0, 6));
break;
case J: return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(1, 6), Vec2(0, 4));
break;
case SQR: return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(0, 5), Vec2(0, 4));
break;
case I: return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(1, 6), Vec2(1, 7));
break;
case T: return Piece(Vec2(1, 5), Vec2(1, 4), Vec2(1, 6), Vec2(0, 5));
break;
default:
break;
}
}
void rotate(Piece& piece)
{
float angle = 90 * (PI / 180);
float b_offset_x = piece.b.x - piece.a.x;
float c_offset_x = piece.c.x - piece.a.x;
float d_offset_x = piece.d.x - piece.a.x;
float b_offset_y = piece.b.y - piece.a.y;
float c_offset_y = piece.c.y - piece.a.y;
float d_offset_y = piece.d.y - piece.a.y;
float pbx = piece.a.x + (b_offset_x * cosf(angle) - b_offset_y * sinf(angle));
float pby = piece.a.y + (b_offset_x * sinf(angle) + b_offset_y * cosf(angle));
float pcx = piece.a.x + (c_offset_x * cosf(angle) - c_offset_y * sinf(angle));
float pcy = piece.a.y + (c_offset_x * sinf(angle) + c_offset_y * cosf(angle));
float pdx = piece.a.x + (d_offset_x * cosf(angle) - d_offset_y * sinf(angle));
float pdy = piece.a.y + (d_offset_x * sinf(angle) + d_offset_y * cosf(angle));
//Prevents rotating into objects and walls
if (colliders[(byte)pby][(byte)pbx] != 2 &&
colliders[(byte)pcy][(byte)pcx] != 2 &&
colliders[(byte)pdy][(byte)pdx] != 2 &&
piece.a.x != 1 && piece.a.y != 1)
{
piece.b.x = pbx;
piece.b.y = pby;
piece.c.x = pcx;
piece.c.y = pcy;
piece.d.x = pdx;
piece.d.y = pdy;
}
}
int main()
{
//16x16 tiles
sf::Texture tile_tex;
tile_tex.loadFromFile("images/tetris_tile.png");
sf::Sprite tile(tile_tex);
tile.setScale(2.83, 2.83);
float tile_size = tile_tex.getSize().x * tile.getScale().x;
size_t width = tile_size * 12, height = tile_size * 20;
//Music
sf::Music track;
track.openFromFile("sounds/tetris_theme.wav");
track.play();
track.setLoop(true);
//Sound effects
sf::SoundBuffer buffer;
buffer.loadFromFile("sounds/fall.wav");
sf::Sound fall;
fall.setBuffer(buffer);
sf::SoundBuffer bufferTwo;
bufferTwo.loadFromFile("sounds/line.wav");
sf::Sound line;
line.setBuffer(bufferTwo);
sf::SoundBuffer bufferThree;
bufferThree.loadFromFile("sounds/tetris.wav");
sf::Sound tetris;
tetris.setBuffer(bufferThree);
//Setup score counter
sf::Text score;
sf::Font font;
font.loadFromFile("Forwa_font.TTF");
score.setFont(font);
score.setCharacterSize(15);
score.setFillColor(sf::Color::Blue);
score.setPosition(10,25);
sf::Vector2<float> score_scale(1.5f,1.5f);
score.setScale(score_scale);
score.setString("Lines: 0");
//Setup window & create first piece
sf::RenderWindow window(sf::VideoMode(width, height), "Tetris", sf::Style::Titlebar | sf::Style::Close);
window.setKeyRepeatEnabled(true);
window.setFramerateLimit(60);
Piece piece = CreatePiece(static_cast<PIECE_TYPE>((rand() % 7)));
unsigned int timer = 0, gamespeed = 10, scoreCounter = 0;
while (window.isOpen())
{
srand(time(NULL));
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
{
window.close();
}
if (event.type == sf::Event::KeyPressed)
{
//Movement
if (event.key.code == sf::Keyboard::Up)
{
rotate(piece);
}
else if (event.key.code == sf::Keyboard::Left &&
piece.a.x != 0 && piece.b.x != 0 && piece.c.x != 0 && piece.d.x != 0 &&
(colliders[piece.a.y][piece.a.x - 1]) != 2 && (colliders[piece.b.y][piece.b.x - 1]) != 2 &&
(colliders[piece.c.y][piece.c.x - 1]) != 2 && (colliders[piece.d.y][piece.d.x - 1]) != 2)
{
piece.a.x--;
piece.b.x--;
piece.c.x--;
piece.d.x--;
}
else if (event.key.code == sf::Keyboard::Right &&
piece.a.x != 11 && piece.b.x != 11 && piece.c.x != 11 && piece.d.x != 11 &&
(colliders[piece.a.y][piece.a.x + 1]) != 2 && (colliders[piece.b.y][piece.b.x + 1]) != 2 &&
(colliders[piece.c.y][piece.c.x + 1]) != 2 && (colliders[piece.d.y][piece.d.x + 1]) != 2)
{
piece.a.x++;
piece.b.x++;
piece.c.x++;
piece.d.x++;
}
}
if (event.type == sf::Event::KeyReleased)
{
gamespeed = 10;
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down))
{
gamespeed = 1;
}
window.clear(sf::Color(0, 220, 255, 1));
//Draw the current falling piece
sf::Sprite piece_tile = tile;
piece_tile.setPosition(tile_size * piece.a.x, tile_size * piece.a.y);
window.draw(piece_tile);
piece_tile.setPosition(tile_size * piece.b.x, tile_size * piece.b.y);
window.draw(piece_tile);
piece_tile.setPosition(tile_size * piece.c.x, tile_size * piece.c.y);
window.draw(piece_tile);
piece_tile.setPosition(tile_size * piece.d.x, tile_size * piece.d.y);
window.draw(piece_tile);
//Refresh the grid-array
for (size_t i = 0; i < 20; i++)
{
for (size_t j = 0; j < 12; j++)
{
if (colliders[i][j] == 2)
{
grid[i][j] = 2;
}
else
{
grid[i][j] = 0;
}
}
}
//Clock
if (timer > gamespeed)
{
//Collission checks
if (grid[piece.a.y + 1][piece.a.x] == 2 ||
grid[piece.b.y + 1][piece.b.x] == 2 ||
grid[piece.c.y + 1][piece.c.x] == 2 ||
grid[piece.d.y + 1][piece.d.x] == 2 ||
piece.a.y == 19 || piece.b.y == 19 || piece.c.y == 19 || piece.d.y == 19
)
{
fall.play();
grid[piece.a.y][piece.a.x] = 2;
grid[piece.b.y][piece.b.x] = 2;
grid[piece.c.y][piece.c.x] = 2;
grid[piece.d.y][piece.d.x] = 2;
colliders[piece.a.y][piece.a.x] = 2;
colliders[piece.b.y][piece.b.x] = 2;
colliders[piece.c.y][piece.c.x] = 2;
colliders[piece.d.y][piece.d.x] = 2;
piece = CreatePiece(static_cast<PIECE_TYPE>((rand() % 7)));
}
else
{
grid[piece.a.y + 1][piece.a.x] = 1;
grid[piece.b.y + 1][piece.b.x] = 1;
grid[piece.c.y + 1][piece.c.x] = 1;
grid[piece.d.y + 1][piece.d.x] = 1;
piece.a.y++;
piece.b.y++;
piece.c.y++;
piece.d.y++;
}
//Check if the player has a line or 'tetris'
byte tetris_row = 0;
for (size_t i = 0; i < 20; i++)
{
byte blocks_in_a_row = 0;
for (size_t j = 0; j < 12; j++)
{
if (colliders[i][j] == 2)
{
blocks_in_a_row++;
}
}
if (blocks_in_a_row == 12)
{
tetris_row++;
if (tetris_row >= 4)
{
tetris.play();
}
else
{
line.play();
}
for (size_t k = i; k > 0; k--)
{
for (size_t l = 0; l < 12; l++)
{
colliders[k][l] = colliders[k - 1][l];
}
}
scoreCounter++;
char temp[256];
sprintf_s(temp, "Lines: %i", scoreCounter);
score.setString(temp);
}
}
//If game over, then close application
for (size_t i = 0; i < 12; i++)
{
if (colliders[0][i] == 2)
{
window.close();
}
}
timer = 0;
//Prints out the grid in the console (if enabled) for testing purposes
/*
for (size_t i = 0; i < 20; i++)
{
for (size_t j = 0; j < 12; j++)
{
printf("%i", grid[i][j]);
}
printf("\n");
}
*/
}
else
{
timer++;
}
//Draws all the tiles
for (size_t i = 0; i < 20; i++)
{
for (size_t j = 0; j < 12; j++)
{
if (grid[i][j] == 1)
{
sf::Sprite t = tile;
t.setPosition(tile_size * j, tile_size * i);
window.draw(t);
}
if (colliders[i][j] == 2)
{
sf::Sprite t = tile;
t.setPosition(tile_size * j, tile_size * i);
window.draw(t);
}
}
}
//Draw the score and finally update the window
window.draw(score);
window.display();
}
return 0;
}