sfml_tetris/tetris.cpp
2020-05-04 23:21:51 +02:00

211 lines
5.6 KiB
C++

//Felix Albrigtsen 2020
//All game logic, but no graphics are defined in this file
#include "tetris.hpp"
#include <array>
#include <stdlib.h>
#include <time.h>
#include <iostream>
void Tetris::newPiece() {
//Initialize a new piece at the top, and prepare the next.
cury = 0;
curx = (BOARDWIDTH / 2)-1;
curr = 0;
curPiece = nextPiece;
nextPiece = rand() % 7;
//If the piece being placed exceeds the top of the board
if (staticBoard[BOARDWIDTH*1.5] != 0) { gameOver = true; }
}
void Tetris::init() {
srand((unsigned) time(NULL));
staticBoard.fill(0);
newPiece();
lines = 0;
points = 0;
level = 0;
levelProgress = 0;
nextPiece = rand() % 7;
}
std::array<int, BOARDSIZE> Tetris::getBoard() {
//Returns staticboard, with the current piece superimposed on it
std::array<int, BOARDSIZE> board = staticBoard;
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][curr][i][0];
int ypos = cury + TETROMINOES[curPiece][curr][i][1];
int index = (ypos * BOARDWIDTH) + xpos;
board[index] = curPiece+1;
}
return board;
}
std::array<int, 4> Tetris::getInfo() {
//Return Level, Lines, Score, Next piece
std::array<int, 4> info = {level, lines, points, nextPiece };
return info;
}
void Tetris::clearRows() {
//Scan the lines for full rows. Remove filled lines and give points
int prevlines = lines;
for (int line = 0; line < BOARDHEIGHT; line++) {
bool full = true;
for (int i = 0; i < BOARDWIDTH; i++) {
if (staticBoard[ (line*BOARDWIDTH) + i ] == 0) {
full = false;
}
}
if (full) {
lines += 1;
levelProgress += 1;
if (levelProgress > level) {
level += 1;
levelProgress = 0;
}
//Move everything down one line:
int startIndex = (line*BOARDWIDTH) - 1;
for (int i = startIndex; i > 0; i--) {
staticBoard[i + BOARDWIDTH] = staticBoard[i];
}
}
}
//Scoring according to the Tetris wikia
switch (lines - prevlines) {
case 1:
points += 40 * (level+1);
break;
case 2:
points += 100 * (level+1);
break;
case 3:
points += 300 * (level+1);
break;
case 4:
points += 1200 * (level+1);
break;
}
}
bool Tetris::testLanded() {
//Returns true if a part of the tetromino is directly above another piece
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][curr][i][0];
int ypos = cury + TETROMINOES[curPiece][curr][i][1] + 1;
int index = (ypos * BOARDWIDTH) + xpos;
if (staticBoard[index] != 0 || ypos == BOARDHEIGHT) {
return true;
}
}
return false;
}
void Tetris::lock() {
//Places the current piece onto the staticboard
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][curr][i][0];
int ypos = cury + TETROMINOES[curPiece][curr][i][1];
int index = (ypos * BOARDWIDTH) + xpos;
staticBoard[index] = curPiece+1;
}
}
bool Tetris::move(bool left, bool right) {
//Returns true if the move was legal
int newx;
if (right && !left) {
newx = curx + 1;
} else if (!right && left) {
newx = curx - 1;
} else {
return true;
}
bool possible = true;
for (int i = 0; i < 4; i++) {
int xpos = newx + TETROMINOES[curPiece][curr][i][0];
int ypos = cury + TETROMINOES[curPiece][curr][i][1];
int index = (ypos * BOARDWIDTH) + xpos;
if (staticBoard[index] != 0) { possible = false; }
if (xpos < 0 || xpos >= BOARDWIDTH) { possible = false; }
}
if (possible) {
curx = newx;
}
return possible;
}
void Tetris::rotate() {
//Try to rotate
int newr = (curr == 3) ? 0 : curr + 1; //Add one, wrap 4 -> 0
bool possible = true;
bool kickleft = false;
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][newr][i][0];
int ypos = cury + TETROMINOES[curPiece][newr][i][1];
int index = (ypos * BOARDWIDTH) + xpos;
if (staticBoard[index] != 0 || xpos >= BOARDWIDTH || xpos < 0) {
possible = false;
}
}
if (possible) {
curr = newr;
} else {
//If normal rotation is not possible, try to kick off the edge
int oldr = curr;
curr = newr;
bool hasMoved = false;
hasMoved |= move(true, false);
if (!hasMoved) {
hasMoved |= move(false, true);
}
if (!hasMoved) { //No kicking was possible
curr = oldr;
}
}
}
void Tetris::tick(bool keys[], bool fallfast) {
//Main Game Loop
//Takes these inputs:
// keys[] = boolean, true if these keys are held down, in order: left, right, up, down, space
// fall = boolean, true if this is a "gravity tick". Otherwise, only right/left and rotation is performed
if (gameOver) { return; }
//Left/Right
move(keys[0], keys[1]);
//Rotate
if (keys[2]) { rotate(); }
//Instant fall
if (keys[4]) {
bool landed = testLanded();
while (!landed) {
landed = testLanded();
if (!landed) { cury += 1; }
}
}
if (fallfast || keys[3]) {
bool landed = testLanded();
if (landed) {
lock();
clearRows();
newPiece();
} else {
cury += 1;
}
}
}