225 lines
11 KiB
C++
225 lines
11 KiB
C++
#include <SDL2/SDL.h>
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#include <time.h>
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#include "jscore.h"
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#define STATE_MENU 0
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#define STATE_GAME 1
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#define STATE_ENNERYORNEIM 2
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Uint8 state = STATE_MENU;
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SDL_Window* sdlWindow;
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SDL_Renderer* sdlRenderer;
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SDL_Texture* sdlTexture;
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SDL_Event sdlEvent;
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bool should_exit = false;
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struct Tetromino { Uint16 figure; Uint8 orig, prev, next; };
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Tetromino tetromino[19] { {0x0660, 0, 0, 0}, {0x4444, 1, 2, 2}, {0x0F00, 1, 1, 1}, {0x0C60, 2, 4, 4}, {0x2640, 2, 3, 3}, {0x06C0, 3, 6, 6}, {0x4620, 3, 5, 5}, {0x4460, 4, 8, 10}, {0x2E00, 4, 9, 7}, {0xC440, 4, 10, 8}, {0x0E80, 4, 7, 9}, {0x44C0, 5, 12, 14}, {0x0E20, 5, 13, 11}, {0x6440, 5, 14, 12}, {0x8E00, 5, 11, 13}, {0x4640, 6, 16, 18}, {0x4E00, 6, 17, 15}, {0x4C40, 6, 18, 16}, {0x0E40, 6, 15, 17} };
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Uint8 starting[7] { 0, 1, 3, 5, 7, 11, 15 };
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Uint8 colors[8][3] { {255, 0, 0}, {0, 255, 0}, {0, 0, 255}, {255, 255, 0}, {0, 255, 255}, {255, 0, 255}, {255, 128, 0}, {255, 255, 255} };
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Uint8 board[18][10];
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Uint8 bmp[448] {0x42, 0x4D, 0xC0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x82, 0x01, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x18, 0xF3, 0x83, 0x83, 0xCF, 0x83, 0x87, 0x00, 0x00, 0xF3, 0x39, 0x39, 0xCF, 0x79, 0xF3, 0x00, 0x00, 0x01, 0xF9, 0x39, 0xCF, 0x61, 0xF9, 0x00, 0x00, 0x33, 0xF9, 0x03, 0xE7, 0x87, 0x81, 0x00, 0x00, 0x93, 0x03, 0x3F, 0xF3, 0x1B, 0x39, 0x00, 0x00, 0xC3, 0x3F, 0x9F, 0x39, 0x3B, 0x39, 0x00, 0x41, 0xE3, 0x03, 0xC3, 0x01, 0x87, 0x83, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xE7, 0x01, 0xC7, 0x81, 0x01, 0x83, 0x00, 0x00, 0xE7, 0x1F, 0x9B, 0xE7, 0x1F, 0x39, 0x00, 0x00, 0xE7, 0x8F, 0x39, 0xE7, 0x87, 0xF9, 0x00, 0x00, 0xC3, 0xC7, 0x39, 0xE7, 0xC3, 0xC3, 0x00, 0x00, 0x99, 0xE3, 0x39, 0xE7, 0xF1, 0xE7, 0x00, 0x00, 0x99, 0xF1, 0xB3, 0xC7, 0x39, 0xF3, 0x00, 0x00, 0x99, 0x01, 0xC7, 0xE7, 0x83, 0x81, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x83, 0xE7, 0x83, 0xEF, 0x39, 0x39, 0x00, 0x00, 0x39, 0xE7, 0x39, 0xC7, 0x11, 0x11, 0x00, 0x00, 0xF9, 0xE7, 0x39, 0x83, 0x01, 0x83, 0x00, 0x00, 0x83, 0xE7, 0x39, 0x11, 0x01, 0xC7, 0x00, 0x00, 0x3F, 0xE7, 0x39, 0x39, 0x29, 0x83, 0x00, 0x00, 0x33, 0xE7, 0x39, 0x39, 0x39, 0x11, 0x00, 0x00, 0x87, 0x81, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x39, 0x83, 0x3F, 0x85, 0x31, 0x00, 0x00, 0x39, 0x31, 0x39, 0x3F, 0x33, 0x23, 0x00, 0x00, 0x29, 0x21, 0x39, 0x03, 0x21, 0x07, 0x00, 0x00, 0x01, 0x01, 0x39, 0x39, 0x39, 0x31, 0x00, 0x00, 0x01, 0x09, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x11, 0x19, 0x39, 0x39, 0x39, 0x39, 0x00, 0x00, 0x39, 0x39, 0x83, 0x03, 0x83, 0x03, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xC1, 0x39, 0x81, 0x83, 0x31, 0x01, 0x00, 0x00, 0x99, 0x39, 0xE7, 0x39, 0x23, 0x3F, 0x00, 0x00, 0x39, 0x39, 0xE7, 0xF9, 0x07, 0x3F, 0x00, 0x00, 0x31, 0x01, 0xE7, 0xF9, 0x0F, 0x3F, 0x00, 0x00, 0x3F, 0x39, 0xE7, 0xF9, 0x27, 0x3F, 0x00, 0x00, 0x9F, 0x39, 0xE7, 0xF9, 0x33, 0x3F, 0x00, 0x00, 0xC1, 0x39, 0x81, 0xF9, 0x39, 0x3F, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x39, 0x03, 0xC3, 0x07, 0x01, 0x3F, 0x00, 0x00, 0x39, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0x01, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x39, 0x03, 0x3F, 0x39, 0x03, 0x03, 0x00, 0x00, 0x39, 0x39, 0x3F, 0x39, 0x3F, 0x3F, 0x00, 0x00, 0x93, 0x39, 0x99, 0x33, 0x3F, 0x3F, 0x00, 0x00, 0xC7, 0x03, 0xC3, 0x07, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00};
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SDL_Point piece_pos {3, 0};
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Uint8 current_piece = 0;
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Uint8 next_piece = 0;
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int level = 0, lines = 0, score = 0;
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Uint8 speed = (20-SDL_min(19, level))*3;
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bool is_valid_move() {
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int x = piece_pos.x+3;
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int y = piece_pos.y+3;
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Uint16 piece = tetromino[current_piece].figure;
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for (int i=0; i<16; i++) {
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if ((piece & 1) && ( (x >= 10) || (x < 0) || (y >= 18) || (board[y][x] != 0) ) ) { return false; }
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piece = piece >> 1;
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x--; if (x < piece_pos.x) { x = piece_pos.x+3; y--; }
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}
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return true;
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}
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void stack_piece() {
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if (piece_pos.y==0) { state=STATE_ENNERYORNEIM; return; };
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int x = piece_pos.x+3, y = piece_pos.y+3;
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Uint16 piece = tetromino[current_piece].figure;
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for (int i=0; i<16; i++) {
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if (piece & 1) { board[y][x] = tetromino[current_piece].orig+1; }
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piece >>= 1;
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if (--x < piece_pos.x) { x = piece_pos.x+3; y--; }
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}
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piece_pos = {3, 0};
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current_piece = next_piece;
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next_piece = starting[rand()%7];
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int count = 0, line = 17;
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while (line > 0) {
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bool complete = true;
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for (int x=0; x<10; x++) { complete = (board[line][x] != 0); if (!complete) break; }
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if (complete) { count++; for(int y=line; y>0; y--) for(int x=0; x<10; x++) board[y][x] = board[y-1][x]; } else { line--; }
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}
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lines += count;
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const int scoremult[4]={40,100,300,1200};
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if (count>0) score += scoremult[count-1] * (level+1);
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level = lines / 10;
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}
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void draw_cube(int x, int y, int color, Uint8 alpha) {
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SDL_Rect rect { (32/alpha)*x, (32/alpha)*y, (32/alpha), (32/alpha)};
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SDL_SetRenderDrawColor(sdlRenderer, colors[color][0]/alpha, colors[color][1]/alpha, colors[color][2]/alpha, 255); SDL_RenderFillRect(sdlRenderer, &rect);
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SDL_SetRenderDrawColor(sdlRenderer, colors[color][0]/2/alpha, colors[color][1]/2/alpha, colors[color][2]/2/alpha, 255); SDL_RenderDrawRect(sdlRenderer, &rect);
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}
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void draw_tetromino(int init_x, int init_y, int piece_to_draw, Uint8 alpha) {
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int x = init_x+3;
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int y = init_y+3;
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Uint16 piece = tetromino[piece_to_draw].figure;
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for (int i=0; i<16; i++) {
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if (piece & 1) draw_cube(x, y, tetromino[piece_to_draw].orig, alpha);
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piece = piece >> 1;
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x--; if (x < init_x) { x = init_x+3; y--; }
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}
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}
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void print(int x, int y, const char* text, Uint8 color) {
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int cc = 0;
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SDL_SetTextureColorMod(sdlTexture, colors[color][0], colors[color][1], colors[color][2]);
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SDL_Rect src {0, 0, 8, 8}, dst {x, y, 16, 16};
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while (text[cc] != 0) {
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if (text[cc] == 32) { cc++; dst.x+=16;continue; }
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else if (text[cc] >= 65) { src.x = ((text[cc]-65)%6)*8; src.y = ((text[cc]-65)/6)*8; }
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else if (text[cc] < 65) { src.x = ((text[cc]-22)%6)*8; src.y = ((text[cc]-22)/6)*8; }
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SDL_RenderCopy(sdlRenderer, sdlTexture, &src, &dst);
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cc++; dst.x+=16;
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}
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}
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void print(int x, int y, const int num, int pad, Uint8 color) {
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char result[8];
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SDL_itoa(num, result, 10); while (strlen(result) < pad) { for(int i=strlen(result); i>=0; i--) result[i+1]=result[i]; result[0]='0'; }; print(x, y, result, color);
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}
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void doGame() {
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while(SDL_PollEvent(&sdlEvent)) {
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if (sdlEvent.type == SDL_QUIT) { should_exit = true; break; }
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if (sdlEvent.type == SDL_KEYDOWN)
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switch (sdlEvent.key.keysym.scancode) {
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case SDL_SCANCODE_RIGHT: { piece_pos.x++; if (!is_valid_move()) piece_pos.x--; break; }
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case SDL_SCANCODE_LEFT: { piece_pos.x--; if (!is_valid_move()) piece_pos.x++; break; }
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case SDL_SCANCODE_DOWN: { piece_pos.y++; if (!is_valid_move()) { piece_pos.y--; stack_piece(); } break; }
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case SDL_SCANCODE_UP: { current_piece = tetromino[current_piece].next; if (!is_valid_move()) current_piece = tetromino[current_piece].prev; break; }
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}
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}
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if (--speed == 0) {
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speed = (20-SDL_min(19, level))*3;
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piece_pos.y++; if (!is_valid_move()) { piece_pos.y--; stack_piece(); }
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}
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SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, 255);
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SDL_RenderClear(sdlRenderer);
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print(1, 1, "LEVEL", 2);
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print(121, 1, "SCORE", 0);
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print(241, 1, "LINES", 1);
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print(17, 18, level, 3, 7);
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print(105, 18, score, 7, 7);
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print(257, 18, lines, 3, 7);
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for (int y=0; y<18; y++) for (int x=0; x<10; x++) if (board[y][x] != 0) draw_cube(x, y, board[y][x]-1, 1);
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draw_tetromino(16, 2, next_piece, 2);
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draw_tetromino(piece_pos.x, piece_pos.y, current_piece, 1);
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SDL_RenderPresent(sdlRenderer);
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}
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void doMenu() {
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while(SDL_PollEvent(&sdlEvent)) {
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if (sdlEvent.type == SDL_QUIT) { should_exit = true; break; }
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if (sdlEvent.type == SDL_KEYDOWN && sdlEvent.key.repeat==0) {
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level=score=lines=0;
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current_piece = starting[rand()%7];
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next_piece = starting[rand()%7];
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for (int y=0;y<10;++y) for (int x=0;x<18;++x) board[x][y]=0;
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piece_pos.x=3; piece_pos.y=0;
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speed = (20-SDL_min(19, level))*3;
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state=STATE_GAME;
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}
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}
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SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, 255);
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SDL_RenderClear(sdlRenderer);
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static Uint8 color=0;
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color++;
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Uint8 c=color>>4;
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for (int i=0;i<18;++i) { draw_cube(0,i,c&7,1); draw_cube(9,i,(c++)&7,1); }
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print(110, 50, "TETRIS", (color>>1)&7);
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print(90, 100, "TOP SCORES", 1);
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const int numusers = jscore::getNumUsers();
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for (int i=0;i<10;++i) {
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if (i<numusers) {
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print(80, 190+i*24, jscore::getUserName(i).c_str(), 7);
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print(140, 190+i*24, jscore::getPoints(i), 7, 7);
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} else {
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print(80, 190+i*24, "AAA", 7);
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print(140, 190+i*24, 0, 7, 7);
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}
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}
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if ((color&16)<8) print(60, 500, "PRESS ANY KEY", 0);
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SDL_RenderPresent(sdlRenderer);
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}
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char initials[4]={"AAA"};
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int pos =0;
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void doEnd() {
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while(SDL_PollEvent(&sdlEvent)) {
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if (sdlEvent.type == SDL_QUIT) { should_exit = true; break; }
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if (sdlEvent.type == SDL_KEYDOWN && sdlEvent.key.repeat==0) {
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if (sdlEvent.key.keysym.scancode>=SDL_SCANCODE_A && sdlEvent.key.keysym.scancode<=SDL_SCANCODE_0) {
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if (sdlEvent.key.keysym.scancode<=SDL_SCANCODE_Z) {
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initials[pos] = sdlEvent.key.keysym.scancode+61;
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} else if (sdlEvent.key.keysym.scancode<SDL_SCANCODE_0) {
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initials[pos] = sdlEvent.key.keysym.scancode+19;
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} else {
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initials[pos] = '0';
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}
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pos++; if (pos==3) pos=0;
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} else if (sdlEvent.key.keysym.scancode==SDL_SCANCODE_RETURN) {
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state=STATE_MENU;
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}
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}
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}
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//SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, 255);
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//SDL_RenderClear(sdlRenderer);
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print(90, 100, "GAME OVER", 7);
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if (score>0 && (jscore::getNumUsers()<10 || score>jscore::getPoints(jscore::getNumUsers()-1))) {
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print(40, 150, "CONGRATULATIONS", 1);
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print(40, 180, "ENTER YOU NAME", 2);
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print(40, 250, initials, 3);
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}
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SDL_RenderPresent(sdlRenderer);
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}
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int main(int argc, char* argv[]) {
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srand(time(NULL));
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current_piece = starting[rand()%7];
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next_piece = starting[rand()%7];
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jscore::initOnlineScore("tetris");
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SDL_Init(SDL_INIT_EVERYTHING);
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sdlWindow = SDL_CreateWindow("TETRIS", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 576, SDL_WINDOW_SHOWN);
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sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_PRESENTVSYNC);
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sdlTexture = SDL_CreateTextureFromSurface(sdlRenderer, SDL_LoadBMP_RW(SDL_RWFromMem(bmp, 448), 1));
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while(!should_exit) {
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switch (state) {
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case STATE_MENU:
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doMenu();
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break;
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case STATE_GAME:
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doGame();
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break;
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case STATE_ENNERYORNEIM:
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doEnd();
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break;
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};
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}
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SDL_Quit();
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return 0;
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} |