Esempio n. 1
1
int main()
{
    enum GameState
    {
        MainMenu,
        Playing,
        GameOver
    };

    GameState state = GameState::MainMenu;
    VideoMode videoMode(SCREEN_WIDTH, SCREEN_HEIGHT);
    RenderWindow renderWindow(videoMode, "SFML Tetris");
    Event gameEvent;
    Texture backgroundTexture;
    Texture brickPreviewBackground;
    Texture gameOverBackground;
    Texture mainMenuBackground;
    Sprite mainMenuBackgroundSprite;
    Sprite brickPreviewSprite;
    Sprite backgroundSprite;
    Sprite gameOverBackgroundSprite;
    SoundBuffer dropSoundBuffer;
    Sound dropSound;
    Music music;
    Text scoreHeaderText("Score: ");
    Text scoreDisplayText;
    Text levelHeaderText("Level: ");
    Text levelDisplayText;
    Text nextBrickText("Next: ");
    Text gameOverHeaderText("\t  GAME OVER!\nHere are your final stats:");
    Text mainMenuHeaderText("SFML TETRIS!");
    Text mainMenuStartText("Start");
    Text mainMenuQuitText("Quit");
    Text brickCountText[NUMBER_OF_BRICK_TYPES];
    bool gameBoard[GB_HEIGHT][GB_WIDTH];
    unsigned int score = 0;
    unsigned int level = 1;
    unsigned int totalLines = 0;
    unsigned int brickCount[NUMBER_OF_BRICK_TYPES] = {0};
    vector<Brick> brickQueue;
    vector<Brick> brickList;
    Clock brickLockTimer;
    Clock brickFallTimer;
    bool isCheckingLockTime = false;

    backgroundTexture.LoadFromFile("Images/background.png");
    brickPreviewBackground.LoadFromFile("Images/previewBG.png");
    gameOverBackground.LoadFromFile("Images/gameOverBG.png");
    mainMenuBackground.LoadFromFile("Images/mainMenuBG.png");

    brickPreviewSprite.SetTexture(brickPreviewBackground);
    brickPreviewSprite.SetPosition(450, 150);

    backgroundSprite.SetTexture(backgroundTexture);

    gameOverBackgroundSprite.SetTexture(gameOverBackground);
    gameOverBackgroundSprite.SetPosition(110, 82);

    mainMenuBackgroundSprite.SetTexture(mainMenuBackground);

    scoreHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
    scoreHeaderText.SetPosition(450, 20);

    char* scoreDisplayBuffer = new char;
    scoreDisplayText.SetCharacterSize(TEXT_CHAR_SIZE);
    scoreDisplayText.SetPosition(520, 20);

    levelHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
    levelHeaderText.SetPosition(450, 60);

    char* levelDisplayBuffer = new char;
    levelDisplayText.SetCharacterSize(TEXT_CHAR_SIZE);
    levelDisplayText.SetPosition(520, 60);

    nextBrickText.SetCharacterSize(TEXT_CHAR_SIZE);
    nextBrickText.SetPosition(450, 120);

    gameOverHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
    gameOverHeaderText.SetPosition(210, 265);

    mainMenuHeaderText.SetCharacterSize(40);
    mainMenuHeaderText.SetPosition(180, 50);

    mainMenuStartText.SetCharacterSize(32);
    mainMenuStartText.SetPosition(285, 210);

    mainMenuQuitText.SetCharacterSize(32);
    mainMenuQuitText.SetPosition(285, 310);

    char* brickCountTextBuffer[NUMBER_OF_BRICK_TYPES];
    for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++)
    {
        brickCountTextBuffer[i] = new char;
        brickCountText[i].SetPosition(100, 50 * (i + 1));
    }

    dropSoundBuffer.LoadFromFile("Sounds/drop.wav");
    dropSound.SetBuffer(dropSoundBuffer);

    for (int i = 0; i < GB_HEIGHT; i++)
    {
        for (int j = 0; j < GB_WIDTH; j++)
        {
            gameBoard[i][j] = false;
        }
    }

    RefillBrickQueue(&brickQueue);
    Brick activeBrick = PullBrickFromQueue(&brickQueue);
    Brick previewBrick = PullBrickFromQueue(&brickQueue);
    previewBrick.SetPreviewPosition();

    bool isGameOver = false;

    while (renderWindow.IsOpen())
    {
        switch (state)
        {
        case GameState::MainMenu:
        {
            while (renderWindow.PollEvent(gameEvent))
            {
                if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape)
                {
                    renderWindow.Close();
                }
                else if (gameEvent.Type == Event::MouseButtonPressed)
                {
                    Vector2i mousePos = Mouse::GetPosition(renderWindow);

                    if (mousePos.x >= 220 && mousePos.x <= 420 &&
                            mousePos.y >= 200 && mousePos.y <= 260)
                    {
                        state = GameState::Playing;
                    }
                    else if ((mousePos.x >= 220 && mousePos.x <= 420 &&
                              mousePos.y >= 300 && mousePos.y <= 360) ||
                             gameEvent.Key.Code == Keyboard::Escape)
                    {
                        renderWindow.Close();
                    }
                }
            }

            renderWindow.Draw(mainMenuBackgroundSprite);
            renderWindow.Draw(mainMenuHeaderText);
            renderWindow.Draw(mainMenuStartText);
            renderWindow.Draw(mainMenuQuitText);
            renderWindow.Display();
            break;
        }

        case GameState::GameOver:
        {
            Text gameOverScoreHeaderText = scoreHeaderText;
            gameOverScoreHeaderText.SetPosition(130, 320);
            Text gameOverScoreDisplayText = scoreDisplayText;
            gameOverScoreDisplayText.SetPosition(210, 320);
            Text gameOverLevelHeaderText = levelHeaderText;
            gameOverLevelHeaderText.SetPosition(130, 350);
            Text gameOverLevelDisplayText = levelDisplayText;
            gameOverLevelDisplayText.SetPosition(210, 350);

            while (renderWindow.PollEvent(gameEvent))
            {
                if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape)
                {
                    renderWindow.Close();
                }
            }

            renderWindow.Draw(gameOverBackgroundSprite);
            renderWindow.Draw(gameOverHeaderText);
            renderWindow.Draw(gameOverScoreHeaderText);
            renderWindow.Draw(gameOverScoreDisplayText);
            renderWindow.Draw(gameOverLevelHeaderText);
            renderWindow.Draw(gameOverLevelDisplayText);
            renderWindow.Display();
            break;
        }

        case GameState::Playing:
        {
            if (activeBrick.IsLocked())
            {
                dropSound.Play();
                brickList.push_back(activeBrick);
                brickCount[(int)activeBrick.GetBrickType()]++;
                int linesCleared = 0;

                for (int i = 0; i < SPRITES_IN_BRICK; i++)
                {
                    if (activeBrick.GetSpriteYPosition(i) < BRICK_UPPER_BOUNDRY)
                    {
                        state = GameState::GameOver;
                        break;
                    }
                    else
                    {
                        gameBoard[activeBrick.GetSpriteYPosition(i)][activeBrick.GetSpriteXPosition(i)] = true;
                    }
                }

                if (state == GameState::GameOver)
                {
                    break;
                }

                //Check if there are any full rows that need to be cleared.
                for (int i = BRICK_UPPER_BOUNDRY; i < GB_HEIGHT; i++)
                {
                    for (int j = 0; j < GB_WIDTH; j++)
                    {
                        if (gameBoard[i][j])
                        {
                            if (j == GB_WIDTH - 1)
                            {
                                ClearRow(&brickList, i, gameBoard);
                                linesCleared++;
                                totalLines++;

                                if (totalLines % 8 == 0 && level < LEVEL_MAX)
                                {
                                    level++;
                                }
                            }
                            else
                            {
                                continue;
                            }
                        }
                        else
                        {
                            break;
                        }
                    }
                }

                if (linesCleared > 0)
                {
                    if (linesCleared > 1 && linesCleared < 4)
                    {
                        score += (linesCleared * MULTI_LINE_CLEAR_SCORE) + BRICK_LOCK_SCORE;
                    }
                    else if (linesCleared == 4)
                    {
                        score += TETRIS_CLEAR_SCORE + BRICK_LOCK_SCORE;
                    }
                    else
                    {
                        score += SINGLE_LINE_CLEAR_SCORE + BRICK_LOCK_SCORE;
                    }
                }
                else
                {
                    score += BRICK_LOCK_SCORE;
                }

                activeBrick = previewBrick;
                activeBrick.SetActivePosition();
                previewBrick = PullBrickFromQueue(&brickQueue);
                previewBrick.SetPreviewPosition();
            }

            else
            {
                Time fallTimer = brickFallTimer.GetElapsedTime();
                Time lockTimer = brickLockTimer.GetElapsedTime();
                float dropSpeed = 1 - (float)(level * 0.05f);

                if (!IsBottomCollision(activeBrick, gameBoard) && fallTimer.AsSeconds() >= dropSpeed)
                {
                    for (int i = 0; i < SPRITES_IN_BRICK; i++)
                    {
                        activeBrick.SetSpriteYPosition(i, 1);
                        brickFallTimer.Restart();
                        isCheckingLockTime = false;
                    }
                }

                else if (IsBottomCollision(activeBrick, gameBoard))
                {
                    if (!isCheckingLockTime)
                    {
                        isCheckingLockTime = true;
                        brickLockTimer.Restart();
                    }

                    else if (lockTimer.AsSeconds() >= 0.5f)
                    {
                        activeBrick.LockBrick();
                        isCheckingLockTime = false;
                    }
                }

            }

            while (renderWindow.PollEvent(gameEvent))
            {
                if (gameEvent.Type == Event::Closed || gameEvent.Key.Code == Keyboard::Escape)
                {
                    renderWindow.Close();
                }

                if (gameEvent.Type == Event::KeyPressed)
                {
                    CheckInput(&gameEvent, &activeBrick, gameBoard, &score);
                }
            }

            scoreDisplayText.SetString(_itoa(score, scoreDisplayBuffer, 10));
            levelDisplayText.SetString(_itoa(level, levelDisplayBuffer, 10));

            for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++)
            {
                brickCountText[i].SetString(_itoa(brickCount[i], brickCountTextBuffer[i], 10));
            }

            renderWindow.Clear(Color(0, 255, 255));
            renderWindow.Draw(backgroundSprite);
            renderWindow.Draw(scoreHeaderText);
            renderWindow.Draw(scoreDisplayText);
            renderWindow.Draw(levelHeaderText);
            renderWindow.Draw(levelDisplayText);
            renderWindow.Draw(brickPreviewSprite);
            renderWindow.Draw(nextBrickText);

            for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++)
            {
                renderWindow.Draw(brickCountText[i]);
            }

            for (int i = 0; i < brickList.size(); i++)
            {
                for (int j = 0; j < SPRITES_IN_BRICK; j++)
                {
                    renderWindow.Draw(brickList[i].GetSpriteArray()[j]);
                }
            }

            for (int i = 0; i < SPRITES_IN_BRICK; i++)
            {
                renderWindow.Draw(activeBrick.GetSpriteArray()[i]);
                renderWindow.Draw(previewBrick.GetSpriteArray()[i]);
            }
            renderWindow.Display();
            break;

        }	//END CASE

        }	//END SWITCH

    } //END GAME LOOP

    return 0;
}
Esempio n. 2
0
Rectangle Colisionable::CalculateNextRect(const Time& elapsedTime, float factor){
	
	Rectangle auxRect = GetRectangleColisionAbsolute();
	
	auxRect.SetX(auxRect.GetTopLeft().GetX() + entity->GetSpeed().GetX() * elapsedTime.AsSeconds() * factor);
	auxRect.SetY(auxRect.GetTopLeft().GetY() + entity->GetSpeed().GetY() * elapsedTime.AsSeconds() * factor);
	
	return auxRect;
}
void PhysicsState::Update(const Time& elapsedTime, bool affectGravity)
{
	*speedPrev = *speed;
	
	
	if(affectGravity)
	{
		// Limitación de velocidades en X
		if(gravity->GetX() > 0){
			if(speed->GetX() < maxSpeed->GetX())
				speed->SetX(speed->GetX()  +  gravity->GetX() * elapsedTime.AsSeconds());
		}

		else if(gravity->GetX() < 0){
			if(speed->GetX() > -maxSpeed->GetX())
				speed->SetX(speed->GetX()  +  gravity->GetX() * elapsedTime.AsSeconds());
		}

		// Limitación de velocidades en Y
		if(gravity->GetY() > 0){
			if(speed->GetY() < maxSpeed->GetY())
				speed->SetY(speed->GetY()  +  gravity->GetY() * elapsedTime.AsSeconds());
		}

		else if(gravity->GetY() < 0){
			if(speed->GetY() > -maxSpeed->GetY())
				speed->SetY(speed->GetY()  +  gravity->GetY() * elapsedTime.AsSeconds());
		}
		
		// Si nos pasamos de velocidades, reigualamos
		if(speed->GetX() > maxSpeed->GetX())
			speed->SetX(maxSpeed->GetX());
		if(speed->GetY() > maxSpeed->GetY())
			speed->SetY(maxSpeed->GetY());
		
	}
    
    *posPrev = *posNext;
    posNext->SetX(posNext->GetX() + ((speed->GetX() + speedPrev->GetX()) * 0.5f * elapsedTime.AsSeconds()));
    posNext->SetY(posNext->GetY() + ((speed->GetY() + speedPrev->GetY()) * 0.5f * elapsedTime.AsSeconds()));
    
            // Limites
    if(hasLimitBottom && posNext->GetY() > limitBottom){
        posNext->SetY(limitBottom);
        posPrev->SetY(limitBottom);
        speed->SetY(0.f);
    }
    if(hasLimitTop && posNext->GetY() < limitTop){
        posNext->SetY(limitTop);
        posPrev->SetY(limitTop);
        speed->SetY(0.f);
    }
    if(hasLimitRight && posNext->GetX() > limitRight){
        posNext->SetX(limitRight);
        posPrev->SetX(limitRight);
    }
        
    if(hasLimitLeft && posNext->GetX() < limitLeft) {   
        posNext->SetX(limitLeft);
        posPrev->SetX(limitLeft);
    }
}
Vector PhysicsState::GetNextPosition(const Time& elapsedTime) const{
	return Vector(
			posNext->GetX() + ((speedPrev->GetX() + speed->GetX()) * 0.5f * elapsedTime.AsSeconds()) ,
			posNext->GetY() + ((speedPrev->GetY() + speed->GetY()) * 0.5f * elapsedTime.AsSeconds())
		);
}
Esempio n. 5
0
Time operator /(const Time& left, float right)
{
    return Seconds(left.AsSeconds() / right);
}